mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-16 14:28:36 +02:00
Compare commits
21 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
c9b5aaa2f7 | ||
|
|
34a20802c9 | ||
|
|
6d53ff109b | ||
|
|
8eab9f3b59 | ||
|
|
f40faadcc4 | ||
|
|
fb129198a6 | ||
|
|
3eecff1de6 | ||
|
|
d745150c45 | ||
|
|
abe0330dc3 | ||
|
|
3fad505096 | ||
|
|
77cb63e36a | ||
|
|
50b490ba8d | ||
|
|
15bd8a6233 | ||
|
|
20c593b236 | ||
|
|
52a80ad236 | ||
|
|
b2aafea656 | ||
|
|
135df8703c | ||
|
|
4743801e86 | ||
|
|
4e5ebcfe6f | ||
|
|
80b703639e | ||
|
|
0afdba8f38 |
@@ -2,3 +2,7 @@ node_modules/
|
||||
doc/build/
|
||||
dist/
|
||||
tests/*.bundle.*
|
||||
src/ThirdParty/*
|
||||
src/ScriptEditor/CodeMirrorNetscriptMode.js
|
||||
src/ScriptEditor/CodeMirrorNetscriptLint.js
|
||||
src/JSInterpreter.js
|
||||
627
.eslintrc.js
627
.eslintrc.js
File diff suppressed because it is too large
Load Diff
@@ -7,4 +7,17 @@ Update the following
|
||||
- `doc/source/conf.py` `version` and `release`
|
||||
- `doc/source/changelog.rst`
|
||||
- post to discord
|
||||
- post to reddit.com/r/Bitburner
|
||||
- post to reddit.com/r/Bitburner
|
||||
|
||||
Deploying `dev` to the Beta Branch
|
||||
----------------------------------
|
||||
|
||||
TODO
|
||||
|
||||
Development Workflow Best Practices
|
||||
-----------------------------------
|
||||
|
||||
- Work in a new branch forked from the `dev` branch to isolate your new code
|
||||
- Keep code-changes on a branch as small as possible. This makes it easier for code review. Each branch should be its own independent feature.
|
||||
- Regularly rebase your branch against `dev` to make sure you have the latest updates pulled.
|
||||
- When merging, always merge your branch into `dev`. When releasing a new update, then merge `dev` into `master`
|
||||
|
||||
24
css/casino.scss
Normal file
24
css/casino.scss
Normal file
@@ -0,0 +1,24 @@
|
||||
.casino-card {
|
||||
padding: 10px;
|
||||
border: solid 1px #808080;
|
||||
background-color: white;
|
||||
display: inline-block;
|
||||
border-radius: 10px;
|
||||
font-size: 14pt;
|
||||
text-align: center;
|
||||
margin: 3px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.casino-card .value {
|
||||
font-size:15pt;
|
||||
font-family: sans-serif;
|
||||
}
|
||||
|
||||
.casino-card.red {
|
||||
color: red;
|
||||
}
|
||||
|
||||
.casino-card.black {
|
||||
color: black;
|
||||
}
|
||||
@@ -43,9 +43,9 @@
|
||||
background-color: #444;
|
||||
}
|
||||
|
||||
.character-stat-cell {
|
||||
text-align: right;
|
||||
}
|
||||
.character-stat-cell {
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
#character-hack-wrapper td,
|
||||
#character-agi-wrapper td {
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#codemirror-form-wrapper {
|
||||
height: 80%;
|
||||
margin: 10px 0px 0px 6px;
|
||||
margin: 10px 0 0 6px;
|
||||
}
|
||||
|
||||
.CodeMirror {
|
||||
@@ -22,11 +22,11 @@
|
||||
* Highlight matches
|
||||
*/
|
||||
.cm-matchhighlight {
|
||||
background-color: #8F908A;
|
||||
background-color: #8f908a;
|
||||
}
|
||||
|
||||
.CodeMirror-selection-highlight-scrollbar {
|
||||
background-color: #8F908A;
|
||||
background-color: #8f908a;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -35,7 +35,7 @@
|
||||
.cm-whitespace::before {
|
||||
position: absolute;
|
||||
pointer-events: none;
|
||||
color: #404F7D;
|
||||
color: #404f7d;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,36 +1,36 @@
|
||||
.add-exp-button {
|
||||
margin-right: 0px;
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
.remove-exp-button {
|
||||
margin-left:0px;
|
||||
margin-left:0;
|
||||
}
|
||||
|
||||
.exp-input {
|
||||
margin-right: 0px;
|
||||
margin-left:0px;
|
||||
margin-right: 0;
|
||||
margin-left:0;
|
||||
|
||||
margin-top: 5px;
|
||||
margin-bottom: 5px;
|
||||
margin-top: 5px;
|
||||
margin-bottom: 5px;
|
||||
|
||||
padding: 2px 5px;
|
||||
padding: 2px 5px;
|
||||
}
|
||||
|
||||
.text-center {
|
||||
margin: auto;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
margin: auto;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
.touch-right {
|
||||
margin-right: 0px;
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
.touch-left {
|
||||
margin-left: 0px;
|
||||
margin-left: 0;
|
||||
}
|
||||
|
||||
.touch-sides {
|
||||
margin-left: 0px;
|
||||
margin-right: 0px;
|
||||
}
|
||||
margin-left: 0;
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
2
css/grid.min.css
vendored
2
css/grid.min.css
vendored
File diff suppressed because one or more lines are too long
5
css/milestones.scss
Normal file
5
css/milestones.scss
Normal file
@@ -0,0 +1,5 @@
|
||||
#milestones-container {
|
||||
position: fixed;
|
||||
padding: 6px;
|
||||
width: 60%;
|
||||
}
|
||||
@@ -17,7 +17,7 @@
|
||||
}
|
||||
|
||||
&.level-2 {
|
||||
color: #48D1CC;
|
||||
color: #48d1cc;
|
||||
}
|
||||
|
||||
&.level-3 {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/**
|
||||
/**
|
||||
* Styling for the Re-Sleeving Page
|
||||
*/
|
||||
@import "theme";
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
.resleeve-panel {
|
||||
display: inline-block;
|
||||
margin: 0px;
|
||||
margin: 0;
|
||||
padding: 2px;
|
||||
}
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
|
||||
.sleeve-panel {
|
||||
display: inline-block;
|
||||
margin: 0px;
|
||||
margin: 0;
|
||||
padding: 2px;
|
||||
|
||||
select {
|
||||
|
||||
@@ -228,14 +228,15 @@ a:visited {
|
||||
}
|
||||
|
||||
.status-text {
|
||||
display: inline-block;
|
||||
position: fixed;
|
||||
z-index: 2;
|
||||
-webkit-animation: status-text 3s 1;
|
||||
}
|
||||
|
||||
#status-text-container {
|
||||
background-color: transparent;
|
||||
position:absolute;
|
||||
top:0;
|
||||
left:50%;
|
||||
}
|
||||
|
||||
#status-text {
|
||||
@@ -374,7 +375,7 @@ a:visited {
|
||||
}
|
||||
|
||||
.noscrollbar::-webkit-scrollbar {
|
||||
display: none;
|
||||
display: none;
|
||||
}
|
||||
|
||||
input[type=checkbox] {
|
||||
@@ -382,42 +383,42 @@ input[type=checkbox] {
|
||||
}
|
||||
|
||||
.optionCheckbox {
|
||||
margin: 5px;
|
||||
float: right;
|
||||
margin: 5px;
|
||||
float: right;
|
||||
}
|
||||
|
||||
.optionRange {
|
||||
-webkit-appearance: none;
|
||||
background: #777;
|
||||
outline: none;
|
||||
opacity: 0.7;
|
||||
height: 10px;
|
||||
-webkit-transition: .2s;
|
||||
transition: opacity .2s;
|
||||
margin: 3px;
|
||||
-webkit-appearance: none;
|
||||
background: #777;
|
||||
outline: none;
|
||||
opacity: 0.7;
|
||||
height: 10px;
|
||||
-webkit-transition: 0.2s;
|
||||
transition: opacity 0.2s;
|
||||
margin: 3px;
|
||||
}
|
||||
|
||||
|
||||
.optionRange::-webkit-slider-thumb {
|
||||
-webkit-appearance: none;
|
||||
appearance: none;
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
background: var(--my-font-color);
|
||||
cursor: pointer;
|
||||
-webkit-appearance: none;
|
||||
appearance: none;
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
background: var(--my-font-color);
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.optionRange::-moz-range-thumb {
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
background: var(--my-font-color);
|
||||
cursor: pointer;
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
background: var(--my-font-color);
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.noselect {
|
||||
-moz-user-select: -moz-none;
|
||||
-khtml-user-select: none;
|
||||
-webkit-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
-moz-user-select: -moz-none;
|
||||
-khtml-user-select: none;
|
||||
-webkit-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
left: 50%;
|
||||
transform: translate(-100%, -100%);
|
||||
|
||||
/* Backwards compatibility */
|
||||
/* Backwards compatibility */
|
||||
-webkit-transform: translate(-100%, -100%);
|
||||
-moz-transform: translate(-100%, -100%);
|
||||
-o-transform: translate(-100%, -100%);
|
||||
@@ -126,4 +126,4 @@
|
||||
visibility: visible;
|
||||
opacity: 1;
|
||||
transition: opacity 0.3s;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,16 +7,16 @@
|
||||
.Treant.Treant-loaded .pseudo { visibility: visible; }
|
||||
.Treant > .pseudo { width: 0; height: 0; border: none; padding: 0; }
|
||||
.Treant .collapse-switch { width: 3px; height: 3px; display: block; border: 1px solid black; position: absolute; top: 1px; right: 1px; cursor: pointer; }
|
||||
.Treant .collapsed .collapse-switch { background-color: #868DEE; }
|
||||
.Treant .collapsed .collapse-switch { background-color: #868dee; }
|
||||
.Treant > .node img { border: none; float: left; }
|
||||
.Treant > .node {
|
||||
cursor: pointer;
|
||||
padding: 4px;
|
||||
min-width: 60px;
|
||||
text-align: center;
|
||||
border: 2px solid #E8E8E3;
|
||||
border-radius: 2px;
|
||||
box-shadow: 1px 1px 1px rgba(0,0,0,.5);
|
||||
padding: 4px;
|
||||
min-width: 60px;
|
||||
text-align: center;
|
||||
border: 2px solid #e8e8e3;
|
||||
border-radius: 2px;
|
||||
box-shadow: 1px 1px 1px rgba(0,0,0,0.5);
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
|
||||
4
dist/engine.bundle.js
vendored
4
dist/engine.bundle.js
vendored
File diff suppressed because one or more lines are too long
2
dist/engineStyle.bundle.js
vendored
2
dist/engineStyle.bundle.js
vendored
@@ -1,2 +1,2 @@
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([398,0]),o()}({341:function(n,t,o){},343:function(n,t,o){},345:function(n,t,o){},347:function(n,t,o){},349:function(n,t,o){},351:function(n,t,o){},353:function(n,t,o){},355:function(n,t,o){},357:function(n,t,o){},359:function(n,t,o){},361:function(n,t,o){},363:function(n,t,o){},365:function(n,t,o){},367:function(n,t,o){},369:function(n,t,o){},371:function(n,t,o){},373:function(n,t,o){},375:function(n,t,o){},377:function(n,t,o){},379:function(n,t,o){},381:function(n,t,o){},383:function(n,t,o){},385:function(n,t,o){},387:function(n,t,o){},389:function(n,t,o){},391:function(n,t,o){},393:function(n,t,o){},395:function(n,t,o){},398:function(n,t,o){"use strict";o.r(t);o(397),o(395),o(393),o(391),o(389),o(387),o(385),o(383),o(381),o(379),o(377),o(375),o(373),o(371),o(369),o(367),o(365),o(363),o(361),o(359),o(357),o(355),o(353),o(351),o(349),o(347),o(345),o(343),o(341)}});
|
||||
!function(n){function t(t){for(var e,i,f=t[0],c=t[1],l=t[2],p=0,s=[];p<f.length;p++)i=f[p],u[i]&&s.push(u[i][0]),u[i]=0;for(e in c)Object.prototype.hasOwnProperty.call(c,e)&&(n[e]=c[e]);for(a&&a(t);s.length;)s.shift()();return r.push.apply(r,l||[]),o()}function o(){for(var n,t=0;t<r.length;t++){for(var o=r[t],e=!0,f=1;f<o.length;f++){var c=o[f];0!==u[c]&&(e=!1)}e&&(r.splice(t--,1),n=i(i.s=o[0]))}return n}var e={},u={1:0},r=[];function i(t){if(e[t])return e[t].exports;var o=e[t]={i:t,l:!1,exports:{}};return n[t].call(o.exports,o,o.exports,i),o.l=!0,o.exports}i.m=n,i.c=e,i.d=function(n,t,o){i.o(n,t)||Object.defineProperty(n,t,{enumerable:!0,get:o})},i.r=function(n){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(n,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(n,"__esModule",{value:!0})},i.t=function(n,t){if(1&t&&(n=i(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var o=Object.create(null);if(i.r(o),Object.defineProperty(o,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var e in n)i.d(o,e,function(t){return n[t]}.bind(null,e));return o},i.n=function(n){var t=n&&n.__esModule?function(){return n.default}:function(){return n};return i.d(t,"a",t),t},i.o=function(n,t){return Object.prototype.hasOwnProperty.call(n,t)},i.p="";var f=window.webpackJsonp=window.webpackJsonp||[],c=f.push.bind(f);f.push=t,f=f.slice();for(var l=0;l<f.length;l++)t(f[l]);var a=c;r.push([840,0]),o()}({779:function(n,t,o){},781:function(n,t,o){},783:function(n,t,o){},785:function(n,t,o){},787:function(n,t,o){},789:function(n,t,o){},791:function(n,t,o){},793:function(n,t,o){},795:function(n,t,o){},797:function(n,t,o){},799:function(n,t,o){},801:function(n,t,o){},803:function(n,t,o){},805:function(n,t,o){},807:function(n,t,o){},809:function(n,t,o){},811:function(n,t,o){},813:function(n,t,o){},815:function(n,t,o){},817:function(n,t,o){},819:function(n,t,o){},821:function(n,t,o){},823:function(n,t,o){},825:function(n,t,o){},827:function(n,t,o){},829:function(n,t,o){},831:function(n,t,o){},833:function(n,t,o){},835:function(n,t,o){},837:function(n,t,o){},840:function(n,t,o){"use strict";o.r(t);o(839),o(837),o(835),o(833),o(831),o(829),o(827),o(825),o(823),o(821),o(819),o(817),o(815),o(813),o(811),o(809),o(807),o(805),o(803),o(801),o(799),o(797),o(795),o(793),o(791),o(789),o(787),o(785),o(783),o(781),o(779)}});
|
||||
//# sourceMappingURL=engineStyle.bundle.js.map
|
||||
271
dist/engineStyle.css
vendored
271
dist/engineStyle.css
vendored
@@ -250,13 +250,14 @@ a:visited {
|
||||
opacity: 0; } }
|
||||
|
||||
.status-text {
|
||||
display: inline-block;
|
||||
position: fixed;
|
||||
z-index: 2;
|
||||
-webkit-animation: status-text 3s 1; }
|
||||
|
||||
#status-text-container {
|
||||
background-color: transparent; }
|
||||
background-color: transparent;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 50%; }
|
||||
|
||||
#status-text {
|
||||
background-color: transparent;
|
||||
@@ -384,8 +385,8 @@ input[type=checkbox] {
|
||||
outline: none;
|
||||
opacity: 0.7;
|
||||
height: 10px;
|
||||
-webkit-transition: .2s;
|
||||
transition: opacity .2s;
|
||||
-webkit-transition: 0.2s;
|
||||
transition: opacity 0.2s;
|
||||
margin: 3px; }
|
||||
|
||||
.optionRange::-webkit-slider-thumb {
|
||||
@@ -1026,7 +1027,7 @@ button {
|
||||
*/
|
||||
#codemirror-form-wrapper {
|
||||
height: 80%;
|
||||
margin: 10px 0px 0px 6px; }
|
||||
margin: 10px 0 0 6px; }
|
||||
|
||||
.CodeMirror {
|
||||
height: 100%;
|
||||
@@ -1040,10 +1041,10 @@ button {
|
||||
* Highlight matches
|
||||
*/
|
||||
.cm-matchhighlight {
|
||||
background-color: #8F908A; }
|
||||
background-color: #8f908a; }
|
||||
|
||||
.CodeMirror-selection-highlight-scrollbar {
|
||||
background-color: #8F908A; }
|
||||
background-color: #8f908a; }
|
||||
|
||||
/**
|
||||
* Show Invisibles
|
||||
@@ -1051,7 +1052,7 @@ button {
|
||||
.cm-whitespace::before {
|
||||
position: absolute;
|
||||
pointer-events: none;
|
||||
color: #404F7D; }
|
||||
color: #404f7d; }
|
||||
|
||||
/**
|
||||
* Vim command display
|
||||
@@ -1414,7 +1415,7 @@ button {
|
||||
color: yellow; }
|
||||
|
||||
.bitnode.level-2 {
|
||||
color: #48D1CC; }
|
||||
color: #48d1cc; }
|
||||
|
||||
.bitnode.level-3 {
|
||||
color: blue; }
|
||||
@@ -2416,7 +2417,7 @@ button {
|
||||
|
||||
.sleeve-panel {
|
||||
display: inline-block;
|
||||
margin: 0px;
|
||||
margin: 0;
|
||||
padding: 2px; }
|
||||
.sleeve-panel select {
|
||||
display: block; }
|
||||
@@ -2435,7 +2436,7 @@ button {
|
||||
|
||||
.resleeve-panel {
|
||||
display: inline-block;
|
||||
margin: 0px;
|
||||
margin: 0;
|
||||
padding: 2px; }
|
||||
|
||||
.resleeve-aug-selector {
|
||||
@@ -2477,7 +2478,7 @@ button {
|
||||
cursor: pointer; }
|
||||
|
||||
.Treant .collapsed .collapse-switch {
|
||||
background-color: #868DEE; }
|
||||
background-color: #868dee; }
|
||||
|
||||
.Treant > .node img {
|
||||
border: none;
|
||||
@@ -2488,7 +2489,7 @@ button {
|
||||
padding: 4px;
|
||||
min-width: 60px;
|
||||
text-align: center;
|
||||
border: 2px solid #E8E8E3;
|
||||
border: 2px solid #e8e8e3;
|
||||
border-radius: 2px;
|
||||
box-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
|
||||
font-size: 12px; }
|
||||
@@ -4265,34 +4266,34 @@ html {
|
||||
margin-left: 0 !important; }
|
||||
|
||||
.m-1 {
|
||||
margin: .25rem !important; }
|
||||
margin: 0.25rem !important; }
|
||||
|
||||
.mt-1, .my-1 {
|
||||
margin-top: .25rem !important; }
|
||||
margin-top: 0.25rem !important; }
|
||||
|
||||
.mr-1, .mx-1 {
|
||||
margin-right: .25rem !important; }
|
||||
margin-right: 0.25rem !important; }
|
||||
|
||||
.mb-1, .my-1 {
|
||||
margin-bottom: .25rem !important; }
|
||||
margin-bottom: 0.25rem !important; }
|
||||
|
||||
.ml-1, .mx-1 {
|
||||
margin-left: .25rem !important; }
|
||||
margin-left: 0.25rem !important; }
|
||||
|
||||
.m-2 {
|
||||
margin: .5rem !important; }
|
||||
margin: 0.5rem !important; }
|
||||
|
||||
.mt-2, .my-2 {
|
||||
margin-top: .5rem !important; }
|
||||
margin-top: 0.5rem !important; }
|
||||
|
||||
.mr-2, .mx-2 {
|
||||
margin-right: .5rem !important; }
|
||||
margin-right: 0.5rem !important; }
|
||||
|
||||
.mb-2, .my-2 {
|
||||
margin-bottom: .5rem !important; }
|
||||
margin-bottom: 0.5rem !important; }
|
||||
|
||||
.ml-2, .mx-2 {
|
||||
margin-left: .5rem !important; }
|
||||
margin-left: 0.5rem !important; }
|
||||
|
||||
.m-3 {
|
||||
margin: 1rem !important; }
|
||||
@@ -4355,34 +4356,34 @@ html {
|
||||
padding-left: 0 !important; }
|
||||
|
||||
.p-1 {
|
||||
padding: .25rem !important; }
|
||||
padding: 0.25rem !important; }
|
||||
|
||||
.pt-1, .py-1 {
|
||||
padding-top: .25rem !important; }
|
||||
padding-top: 0.25rem !important; }
|
||||
|
||||
.pr-1, .px-1 {
|
||||
padding-right: .25rem !important; }
|
||||
padding-right: 0.25rem !important; }
|
||||
|
||||
.pb-1, .py-1 {
|
||||
padding-bottom: .25rem !important; }
|
||||
padding-bottom: 0.25rem !important; }
|
||||
|
||||
.pl-1, .px-1 {
|
||||
padding-left: .25rem !important; }
|
||||
padding-left: 0.25rem !important; }
|
||||
|
||||
.p-2 {
|
||||
padding: .5rem !important; }
|
||||
padding: 0.5rem !important; }
|
||||
|
||||
.pt-2, .py-2 {
|
||||
padding-top: .5rem !important; }
|
||||
padding-top: 0.5rem !important; }
|
||||
|
||||
.pr-2, .px-2 {
|
||||
padding-right: .5rem !important; }
|
||||
padding-right: 0.5rem !important; }
|
||||
|
||||
.pb-2, .py-2 {
|
||||
padding-bottom: .5rem !important; }
|
||||
padding-bottom: 0.5rem !important; }
|
||||
|
||||
.pl-2, .px-2 {
|
||||
padding-left: .5rem !important; }
|
||||
padding-left: 0.5rem !important; }
|
||||
|
||||
.p-3 {
|
||||
padding: 1rem !important; }
|
||||
@@ -4456,25 +4457,25 @@ html {
|
||||
.ml-sm-0, .mx-sm-0 {
|
||||
margin-left: 0 !important; }
|
||||
.m-sm-1 {
|
||||
margin: .25rem !important; }
|
||||
margin: 0.25rem !important; }
|
||||
.mt-sm-1, .my-sm-1 {
|
||||
margin-top: .25rem !important; }
|
||||
margin-top: 0.25rem !important; }
|
||||
.mr-sm-1, .mx-sm-1 {
|
||||
margin-right: .25rem !important; }
|
||||
margin-right: 0.25rem !important; }
|
||||
.mb-sm-1, .my-sm-1 {
|
||||
margin-bottom: .25rem !important; }
|
||||
margin-bottom: 0.25rem !important; }
|
||||
.ml-sm-1, .mx-sm-1 {
|
||||
margin-left: .25rem !important; }
|
||||
margin-left: 0.25rem !important; }
|
||||
.m-sm-2 {
|
||||
margin: .5rem !important; }
|
||||
margin: 0.5rem !important; }
|
||||
.mt-sm-2, .my-sm-2 {
|
||||
margin-top: .5rem !important; }
|
||||
margin-top: 0.5rem !important; }
|
||||
.mr-sm-2, .mx-sm-2 {
|
||||
margin-right: .5rem !important; }
|
||||
margin-right: 0.5rem !important; }
|
||||
.mb-sm-2, .my-sm-2 {
|
||||
margin-bottom: .5rem !important; }
|
||||
margin-bottom: 0.5rem !important; }
|
||||
.ml-sm-2, .mx-sm-2 {
|
||||
margin-left: .5rem !important; }
|
||||
margin-left: 0.5rem !important; }
|
||||
.m-sm-3 {
|
||||
margin: 1rem !important; }
|
||||
.mt-sm-3, .my-sm-3 {
|
||||
@@ -4516,25 +4517,25 @@ html {
|
||||
.pl-sm-0, .px-sm-0 {
|
||||
padding-left: 0 !important; }
|
||||
.p-sm-1 {
|
||||
padding: .25rem !important; }
|
||||
padding: 0.25rem !important; }
|
||||
.pt-sm-1, .py-sm-1 {
|
||||
padding-top: .25rem !important; }
|
||||
padding-top: 0.25rem !important; }
|
||||
.pr-sm-1, .px-sm-1 {
|
||||
padding-right: .25rem !important; }
|
||||
padding-right: 0.25rem !important; }
|
||||
.pb-sm-1, .py-sm-1 {
|
||||
padding-bottom: .25rem !important; }
|
||||
padding-bottom: 0.25rem !important; }
|
||||
.pl-sm-1, .px-sm-1 {
|
||||
padding-left: .25rem !important; }
|
||||
padding-left: 0.25rem !important; }
|
||||
.p-sm-2 {
|
||||
padding: .5rem !important; }
|
||||
padding: 0.5rem !important; }
|
||||
.pt-sm-2, .py-sm-2 {
|
||||
padding-top: .5rem !important; }
|
||||
padding-top: 0.5rem !important; }
|
||||
.pr-sm-2, .px-sm-2 {
|
||||
padding-right: .5rem !important; }
|
||||
padding-right: 0.5rem !important; }
|
||||
.pb-sm-2, .py-sm-2 {
|
||||
padding-bottom: .5rem !important; }
|
||||
padding-bottom: 0.5rem !important; }
|
||||
.pl-sm-2, .px-sm-2 {
|
||||
padding-left: .5rem !important; }
|
||||
padding-left: 0.5rem !important; }
|
||||
.p-sm-3 {
|
||||
padding: 1rem !important; }
|
||||
.pt-sm-3, .py-sm-3 {
|
||||
@@ -4588,25 +4589,25 @@ html {
|
||||
.ml-md-0, .mx-md-0 {
|
||||
margin-left: 0 !important; }
|
||||
.m-md-1 {
|
||||
margin: .25rem !important; }
|
||||
margin: 0.25rem !important; }
|
||||
.mt-md-1, .my-md-1 {
|
||||
margin-top: .25rem !important; }
|
||||
margin-top: 0.25rem !important; }
|
||||
.mr-md-1, .mx-md-1 {
|
||||
margin-right: .25rem !important; }
|
||||
margin-right: 0.25rem !important; }
|
||||
.mb-md-1, .my-md-1 {
|
||||
margin-bottom: .25rem !important; }
|
||||
margin-bottom: 0.25rem !important; }
|
||||
.ml-md-1, .mx-md-1 {
|
||||
margin-left: .25rem !important; }
|
||||
margin-left: 0.25rem !important; }
|
||||
.m-md-2 {
|
||||
margin: .5rem !important; }
|
||||
margin: 0.5rem !important; }
|
||||
.mt-md-2, .my-md-2 {
|
||||
margin-top: .5rem !important; }
|
||||
margin-top: 0.5rem !important; }
|
||||
.mr-md-2, .mx-md-2 {
|
||||
margin-right: .5rem !important; }
|
||||
margin-right: 0.5rem !important; }
|
||||
.mb-md-2, .my-md-2 {
|
||||
margin-bottom: .5rem !important; }
|
||||
margin-bottom: 0.5rem !important; }
|
||||
.ml-md-2, .mx-md-2 {
|
||||
margin-left: .5rem !important; }
|
||||
margin-left: 0.5rem !important; }
|
||||
.m-md-3 {
|
||||
margin: 1rem !important; }
|
||||
.mt-md-3, .my-md-3 {
|
||||
@@ -4648,25 +4649,25 @@ html {
|
||||
.pl-md-0, .px-md-0 {
|
||||
padding-left: 0 !important; }
|
||||
.p-md-1 {
|
||||
padding: .25rem !important; }
|
||||
padding: 0.25rem !important; }
|
||||
.pt-md-1, .py-md-1 {
|
||||
padding-top: .25rem !important; }
|
||||
padding-top: 0.25rem !important; }
|
||||
.pr-md-1, .px-md-1 {
|
||||
padding-right: .25rem !important; }
|
||||
padding-right: 0.25rem !important; }
|
||||
.pb-md-1, .py-md-1 {
|
||||
padding-bottom: .25rem !important; }
|
||||
padding-bottom: 0.25rem !important; }
|
||||
.pl-md-1, .px-md-1 {
|
||||
padding-left: .25rem !important; }
|
||||
padding-left: 0.25rem !important; }
|
||||
.p-md-2 {
|
||||
padding: .5rem !important; }
|
||||
padding: 0.5rem !important; }
|
||||
.pt-md-2, .py-md-2 {
|
||||
padding-top: .5rem !important; }
|
||||
padding-top: 0.5rem !important; }
|
||||
.pr-md-2, .px-md-2 {
|
||||
padding-right: .5rem !important; }
|
||||
padding-right: 0.5rem !important; }
|
||||
.pb-md-2, .py-md-2 {
|
||||
padding-bottom: .5rem !important; }
|
||||
padding-bottom: 0.5rem !important; }
|
||||
.pl-md-2, .px-md-2 {
|
||||
padding-left: .5rem !important; }
|
||||
padding-left: 0.5rem !important; }
|
||||
.p-md-3 {
|
||||
padding: 1rem !important; }
|
||||
.pt-md-3, .py-md-3 {
|
||||
@@ -4720,25 +4721,25 @@ html {
|
||||
.ml-lg-0, .mx-lg-0 {
|
||||
margin-left: 0 !important; }
|
||||
.m-lg-1 {
|
||||
margin: .25rem !important; }
|
||||
margin: 0.25rem !important; }
|
||||
.mt-lg-1, .my-lg-1 {
|
||||
margin-top: .25rem !important; }
|
||||
margin-top: 0.25rem !important; }
|
||||
.mr-lg-1, .mx-lg-1 {
|
||||
margin-right: .25rem !important; }
|
||||
margin-right: 0.25rem !important; }
|
||||
.mb-lg-1, .my-lg-1 {
|
||||
margin-bottom: .25rem !important; }
|
||||
margin-bottom: 0.25rem !important; }
|
||||
.ml-lg-1, .mx-lg-1 {
|
||||
margin-left: .25rem !important; }
|
||||
margin-left: 0.25rem !important; }
|
||||
.m-lg-2 {
|
||||
margin: .5rem !important; }
|
||||
margin: 0.5rem !important; }
|
||||
.mt-lg-2, .my-lg-2 {
|
||||
margin-top: .5rem !important; }
|
||||
margin-top: 0.5rem !important; }
|
||||
.mr-lg-2, .mx-lg-2 {
|
||||
margin-right: .5rem !important; }
|
||||
margin-right: 0.5rem !important; }
|
||||
.mb-lg-2, .my-lg-2 {
|
||||
margin-bottom: .5rem !important; }
|
||||
margin-bottom: 0.5rem !important; }
|
||||
.ml-lg-2, .mx-lg-2 {
|
||||
margin-left: .5rem !important; }
|
||||
margin-left: 0.5rem !important; }
|
||||
.m-lg-3 {
|
||||
margin: 1rem !important; }
|
||||
.mt-lg-3, .my-lg-3 {
|
||||
@@ -4780,25 +4781,25 @@ html {
|
||||
.pl-lg-0, .px-lg-0 {
|
||||
padding-left: 0 !important; }
|
||||
.p-lg-1 {
|
||||
padding: .25rem !important; }
|
||||
padding: 0.25rem !important; }
|
||||
.pt-lg-1, .py-lg-1 {
|
||||
padding-top: .25rem !important; }
|
||||
padding-top: 0.25rem !important; }
|
||||
.pr-lg-1, .px-lg-1 {
|
||||
padding-right: .25rem !important; }
|
||||
padding-right: 0.25rem !important; }
|
||||
.pb-lg-1, .py-lg-1 {
|
||||
padding-bottom: .25rem !important; }
|
||||
padding-bottom: 0.25rem !important; }
|
||||
.pl-lg-1, .px-lg-1 {
|
||||
padding-left: .25rem !important; }
|
||||
padding-left: 0.25rem !important; }
|
||||
.p-lg-2 {
|
||||
padding: .5rem !important; }
|
||||
padding: 0.5rem !important; }
|
||||
.pt-lg-2, .py-lg-2 {
|
||||
padding-top: .5rem !important; }
|
||||
padding-top: 0.5rem !important; }
|
||||
.pr-lg-2, .px-lg-2 {
|
||||
padding-right: .5rem !important; }
|
||||
padding-right: 0.5rem !important; }
|
||||
.pb-lg-2, .py-lg-2 {
|
||||
padding-bottom: .5rem !important; }
|
||||
padding-bottom: 0.5rem !important; }
|
||||
.pl-lg-2, .px-lg-2 {
|
||||
padding-left: .5rem !important; }
|
||||
padding-left: 0.5rem !important; }
|
||||
.p-lg-3 {
|
||||
padding: 1rem !important; }
|
||||
.pt-lg-3, .py-lg-3 {
|
||||
@@ -4852,25 +4853,25 @@ html {
|
||||
.ml-xl-0, .mx-xl-0 {
|
||||
margin-left: 0 !important; }
|
||||
.m-xl-1 {
|
||||
margin: .25rem !important; }
|
||||
margin: 0.25rem !important; }
|
||||
.mt-xl-1, .my-xl-1 {
|
||||
margin-top: .25rem !important; }
|
||||
margin-top: 0.25rem !important; }
|
||||
.mr-xl-1, .mx-xl-1 {
|
||||
margin-right: .25rem !important; }
|
||||
margin-right: 0.25rem !important; }
|
||||
.mb-xl-1, .my-xl-1 {
|
||||
margin-bottom: .25rem !important; }
|
||||
margin-bottom: 0.25rem !important; }
|
||||
.ml-xl-1, .mx-xl-1 {
|
||||
margin-left: .25rem !important; }
|
||||
margin-left: 0.25rem !important; }
|
||||
.m-xl-2 {
|
||||
margin: .5rem !important; }
|
||||
margin: 0.5rem !important; }
|
||||
.mt-xl-2, .my-xl-2 {
|
||||
margin-top: .5rem !important; }
|
||||
margin-top: 0.5rem !important; }
|
||||
.mr-xl-2, .mx-xl-2 {
|
||||
margin-right: .5rem !important; }
|
||||
margin-right: 0.5rem !important; }
|
||||
.mb-xl-2, .my-xl-2 {
|
||||
margin-bottom: .5rem !important; }
|
||||
margin-bottom: 0.5rem !important; }
|
||||
.ml-xl-2, .mx-xl-2 {
|
||||
margin-left: .5rem !important; }
|
||||
margin-left: 0.5rem !important; }
|
||||
.m-xl-3 {
|
||||
margin: 1rem !important; }
|
||||
.mt-xl-3, .my-xl-3 {
|
||||
@@ -4912,25 +4913,25 @@ html {
|
||||
.pl-xl-0, .px-xl-0 {
|
||||
padding-left: 0 !important; }
|
||||
.p-xl-1 {
|
||||
padding: .25rem !important; }
|
||||
padding: 0.25rem !important; }
|
||||
.pt-xl-1, .py-xl-1 {
|
||||
padding-top: .25rem !important; }
|
||||
padding-top: 0.25rem !important; }
|
||||
.pr-xl-1, .px-xl-1 {
|
||||
padding-right: .25rem !important; }
|
||||
padding-right: 0.25rem !important; }
|
||||
.pb-xl-1, .py-xl-1 {
|
||||
padding-bottom: .25rem !important; }
|
||||
padding-bottom: 0.25rem !important; }
|
||||
.pl-xl-1, .px-xl-1 {
|
||||
padding-left: .25rem !important; }
|
||||
padding-left: 0.25rem !important; }
|
||||
.p-xl-2 {
|
||||
padding: .5rem !important; }
|
||||
padding: 0.5rem !important; }
|
||||
.pt-xl-2, .py-xl-2 {
|
||||
padding-top: .5rem !important; }
|
||||
padding-top: 0.5rem !important; }
|
||||
.pr-xl-2, .px-xl-2 {
|
||||
padding-right: .5rem !important; }
|
||||
padding-right: 0.5rem !important; }
|
||||
.pb-xl-2, .py-xl-2 {
|
||||
padding-bottom: .5rem !important; }
|
||||
padding-bottom: 0.5rem !important; }
|
||||
.pl-xl-2, .px-xl-2 {
|
||||
padding-left: .5rem !important; }
|
||||
padding-left: 0.5rem !important; }
|
||||
.p-xl-3 {
|
||||
padding: 1rem !important; }
|
||||
.pt-xl-3, .py-xl-3 {
|
||||
@@ -4979,14 +4980,14 @@ html {
|
||||
visibility: hidden !important; }
|
||||
|
||||
.add-exp-button {
|
||||
margin-right: 0px; }
|
||||
margin-right: 0; }
|
||||
|
||||
.remove-exp-button {
|
||||
margin-left: 0px; }
|
||||
margin-left: 0; }
|
||||
|
||||
.exp-input {
|
||||
margin-right: 0px;
|
||||
margin-left: 0px;
|
||||
margin-right: 0;
|
||||
margin-left: 0;
|
||||
margin-top: 5px;
|
||||
margin-bottom: 5px;
|
||||
padding: 2px 5px; }
|
||||
@@ -4997,14 +4998,40 @@ html {
|
||||
vertical-align: middle; }
|
||||
|
||||
.touch-right {
|
||||
margin-right: 0px; }
|
||||
margin-right: 0; }
|
||||
|
||||
.touch-left {
|
||||
margin-left: 0px; }
|
||||
margin-left: 0; }
|
||||
|
||||
.touch-sides {
|
||||
margin-left: 0px;
|
||||
margin-right: 0px; }
|
||||
margin-left: 0;
|
||||
margin-right: 0; }
|
||||
|
||||
.casino-card {
|
||||
padding: 10px;
|
||||
border: solid 1px #808080;
|
||||
background-color: white;
|
||||
display: inline-block;
|
||||
border-radius: 10px;
|
||||
font-size: 14pt;
|
||||
text-align: center;
|
||||
margin: 3px;
|
||||
font-weight: bold; }
|
||||
|
||||
.casino-card .value {
|
||||
font-size: 15pt;
|
||||
font-family: sans-serif; }
|
||||
|
||||
.casino-card.red {
|
||||
color: red; }
|
||||
|
||||
.casino-card.black {
|
||||
color: black; }
|
||||
|
||||
#milestones-container {
|
||||
position: fixed;
|
||||
padding: 6px;
|
||||
width: 60%; }
|
||||
|
||||
|
||||
/*# sourceMappingURL=engineStyle.css.map*/
|
||||
78
dist/vendor.bundle.js
vendored
78
dist/vendor.bundle.js
vendored
File diff suppressed because one or more lines are too long
@@ -11,7 +11,7 @@ user's physical and mental faculties.
|
||||
Augmentations provide persistent upgrades in the form of multipliers.
|
||||
These multipliers apply to a wide variety of things such as stats,
|
||||
experience gain, and hacking, just to name a few. Your multipliers
|
||||
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c)
|
||||
can be viewed in the 'Character' page (:ref:`keyboard shortcut <shortcuts>` Alt + c).
|
||||
|
||||
How to acquire Augmentations
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
@@ -35,7 +35,7 @@ List of Factions and their Requirements
|
||||
| Early Game | Faction Name | Requirements | Joining this Faction prevents |
|
||||
| Factions | | | you from joining: |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | CyberSec | * Hack CSEC Manually | |
|
||||
| | CyberSec | * Install a backdoor on the CSEC server | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Tian Di Hui | * $1m | |
|
||||
| | | * Hacking Level 50 | |
|
||||
@@ -74,13 +74,16 @@ List of Factions and their Requirements
|
||||
| | | | * New Tokyo |
|
||||
| | | | * Ishima |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Hacking | NiteSec | * Hack avmnite-02h manually | |
|
||||
| Groups | | * Home Computer RAM of at least 32GB | |
|
||||
| Hacking | NiteSec | * Install a backdoor on the avmnite-02h | |
|
||||
| Groups | | server | |
|
||||
| | | * Home Computer RAM of at least 32GB | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | The Black Hand | * Hack I.I.I.I manually | |
|
||||
| | The Black Hand | * Install a backdoor on the I.I.I.I | |
|
||||
| | | server | |
|
||||
| | | * Home Computer RAM of at least 64GB | |
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Bitrunners | * Hack run4theh111z manually | |
|
||||
| | Bitrunners | * Install a backdoor on the run4theh111z| |
|
||||
| | | server | |
|
||||
| | | * Home Computer RAM of at least 128GB | |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Megacorporations | ECorp | * Have 200k reputation with | |
|
||||
@@ -112,7 +115,8 @@ List of Factions and their Requirements
|
||||
+ +----------------+-----------------------------------------+-------------------------------+
|
||||
| | Fulcrum Secret | * Have 250k reputation with | |
|
||||
| | Technologies | the Corporation | |
|
||||
| | | * Hack fulcrumassets manually | |
|
||||
| | | * Install a backdoor on the | |
|
||||
| | | fulcrumassets server | |
|
||||
+---------------------+----------------+-----------------------------------------+-------------------------------+
|
||||
| Criminal | Slum Snakes | * All Combat Stats of 30 | |
|
||||
| Organizations | | * -9 Karma | |
|
||||
|
||||
@@ -148,6 +148,14 @@ has root access, what ports are opened/closed, and also hacking-related informat
|
||||
such as an estimated chance to successfully hack, an estimate of how much money is
|
||||
available on the server, etc.
|
||||
|
||||
backdoor
|
||||
^^^^^^^^
|
||||
|
||||
Installs a backdoor on the current server. Root access is required to do this.
|
||||
|
||||
Servers will give different bonuses when you install a backdoor.
|
||||
This can pass faction tests or give bonsues such as discounts from companies.
|
||||
|
||||
buy
|
||||
^^^
|
||||
|
||||
|
||||
@@ -3,6 +3,213 @@
|
||||
Changelog
|
||||
=========
|
||||
|
||||
v0.51.7 - 2021-04-28 n00dles
|
||||
----------------------------
|
||||
|
||||
**Tutorial servers**
|
||||
|
||||
* All the tutorial servers have been reverted to their original value
|
||||
* The new server n00dles has been added as tutorial server.
|
||||
|
||||
**Terminal**
|
||||
|
||||
* 'tail' now accepts Pid.
|
||||
* 'analyze' now handles Hacknet Servers correctly.
|
||||
* 'ServerProfiler.exe' now handles Hacknet Servers correctly.
|
||||
|
||||
**SF12**
|
||||
|
||||
* Now makes you start with Neuroflux Governor equal to the level of the SF.
|
||||
|
||||
**Netscript**
|
||||
|
||||
* Deprecated 'getServerRam'.
|
||||
* 'getServerMaxRam' added to replace 'getServerRam'
|
||||
* 'getServerUsedRam' added to replace 'getServerRam'
|
||||
* 'getBitnodeMultipliers' is available inside BN5
|
||||
* Time logged by hack/grow/weaken now displays in human time.
|
||||
* thread count logged by hack/grow/weaken now displays with commas every
|
||||
thousands place.
|
||||
|
||||
**Donation**
|
||||
|
||||
* Always visible but locked until favor requirements are reached.
|
||||
|
||||
**Augmentations**
|
||||
|
||||
* City factions has been rebalanced to give a reason to visit them all.
|
||||
|
||||
**Sleeves**
|
||||
|
||||
* Fix sleeves not being able to work at Volhavens gym.
|
||||
|
||||
**Lint**
|
||||
|
||||
* This shouldn't change anything but was like 10h of work. So I'm logging it.
|
||||
|
||||
**Misc.**
|
||||
|
||||
* Plethora of typo fixed (@Pimgd)
|
||||
* ps documentation fix (@Dawe)
|
||||
* The dev menu now has a quick bitflume option.
|
||||
* Fix SF -1 not being as powerful as intended.
|
||||
* Fix cashroot starter kit not displaying correctly.
|
||||
* Fix DOM element 'character-overview-text' being nested twice.
|
||||
* Hacknet documentation example fix.
|
||||
* Money amount under 1000 dont display 3 decimal anymore.
|
||||
* Fix nextSourceFile flag miscalculation on the bitverse (for Bn12)
|
||||
* Faction invite text says "Decide later"/"Join!" instead of "No"/"Yes"
|
||||
|
||||
|
||||
v0.51.6 - 2021-04-28 Backdoor! (Community)
|
||||
------------------------------------------
|
||||
|
||||
**Backdoor**
|
||||
|
||||
* a new terminal command, backdoor, has been added to help differentiate
|
||||
between the terminal hack command and the netscript hack function. (@dewint)
|
||||
|
||||
**Servers**
|
||||
|
||||
* foodnstuff, sigma-cosmetics, and joesguns have been rebalanced to help new players.
|
||||
|
||||
**Milestones**
|
||||
|
||||
* A new tab under the Help menu has been added to guide players through the
|
||||
game.
|
||||
|
||||
**Casino**
|
||||
|
||||
* Blackjack has been added (@BigD)
|
||||
|
||||
**Netscript**
|
||||
|
||||
* 'prompt' now converts input to JSON.
|
||||
* 'getRunningScript' is a new netscript function that returns a bunch of
|
||||
data related to a running script.
|
||||
|
||||
**Coding contracts**
|
||||
|
||||
* trivial puzzles should no longer appear.
|
||||
|
||||
**Infiltration**
|
||||
|
||||
* All numbers are formatted like the rest of the game.
|
||||
|
||||
**Misc.**
|
||||
|
||||
* Server security is capped at 100.
|
||||
* Added option to quit a job.
|
||||
* 'cd' no longer works on unexistent folders.
|
||||
* cd with no arguments brings you back to top level folder (@Andreas)
|
||||
* 'softReset' documentation udpated.
|
||||
* Money tracker now accounts for going to the hospital manually.
|
||||
* codemirror is now the default editor (for new save files)
|
||||
* fix typo in dark web help text (@Rodeth)
|
||||
* so many documentation and typos fixes (@Pimgd)
|
||||
* A corruption visual effect has been added to location with servers that
|
||||
have backdoor installed. (@dewint)
|
||||
|
||||
|
||||
v0.51.5 - 2021-04-20 Flags! (hydroflame)
|
||||
----------------------------------------
|
||||
|
||||
**Netscript**
|
||||
|
||||
* 'flags' is a new function that helps script handle flags.
|
||||
This is subject to change if it doesn't meet the need of the players.
|
||||
* 'ps' now returns the pid.
|
||||
* 'tail' now works with pid as first argument.
|
||||
* 'tail' hostname defaults to current server. (like the documentation says)
|
||||
* 'isRunning' hostname defaults to current server.
|
||||
* 'isRunning' now works with pid as first argument.
|
||||
|
||||
**Gang**
|
||||
|
||||
* Nerfed ascension mechanic once again :(
|
||||
|
||||
**Misc.**
|
||||
|
||||
* Souce-File typo fix
|
||||
* Fix 'while you were away' screen.
|
||||
* Bladeburner team size can no longer be set to negative amounts.
|
||||
|
||||
v0.51.4 - 2021-04-19 Manual hacking is fun (hydroflame)
|
||||
-------------------------------------------------------
|
||||
|
||||
**Manual hacking**
|
||||
|
||||
* These bonus require an install or a soft reset to take effect.
|
||||
* Manual hacking gyms and university gives you a 10% discount.
|
||||
* Manual hacking a corporation server decreases the penalty for leaving work
|
||||
early.
|
||||
|
||||
**BladeBurner**
|
||||
|
||||
* nerfed int exp gained.
|
||||
|
||||
**Documentation**
|
||||
|
||||
* purchaseServer specifies what happens on failure.
|
||||
* Fixed typo in recommended bitnode page.
|
||||
* Removed misleading ram requirements for hacking factions.
|
||||
|
||||
**Netscript**
|
||||
|
||||
* growthAnalyze handles Infinity correctly.
|
||||
|
||||
**Misc.**
|
||||
|
||||
* Faction Augmentation will list how much reputation is required even after
|
||||
that goal has been reached.
|
||||
* Removed dollar sign in travel agency confirmation dialog box.
|
||||
* Fixed typo in alpha-omega.lit
|
||||
* the 'Game saved!' text no longer blocks the save game/options button.
|
||||
* The text editor now remembers the location of your cursor and restores it.
|
||||
* skills are recalculated instantly.
|
||||
* Fix typo in Operation Zero description.
|
||||
|
||||
v0.51.3 - 2021-04-16 Y'all broke it on the first day (hydroflame)
|
||||
-----------------------------------------------------------------
|
||||
|
||||
**Passive faction reputation**
|
||||
|
||||
* Reworked, from 1 rep / 2 minute. Now is a complicated percentage of the
|
||||
reputation you'd gain working for them. It's not op but it feels a bit
|
||||
more useful.
|
||||
|
||||
**Netscript**
|
||||
|
||||
* print/tprint now take any number of arguments.
|
||||
* print/tprint will now print object as json.
|
||||
* print/tprint now handle passing in an undefined argument properly.
|
||||
|
||||
**Casino**
|
||||
|
||||
* Cannot bet negative money anymore.
|
||||
* Roulette max bet is a bit higher.
|
||||
* Coin Flip has a small cooldown.
|
||||
* All buttons reject unstrusted mouse events.
|
||||
|
||||
**Documentation**
|
||||
|
||||
* Changed a message that said nsjs only works on Chrome.
|
||||
|
||||
**Bugfix**
|
||||
|
||||
* hacknet.maxNumNodes now works for both nodes and servers.
|
||||
* Fixed a bug where the popup boxes would contain data from previous popup boxes.
|
||||
* .js files will also have the 'export async function' boilerplate.
|
||||
|
||||
**Misc.**
|
||||
|
||||
* turned off web form autocomplete for the terminal text input.
|
||||
* Fixed an issue on Windows+Firefox where pressing up on the terminal would
|
||||
bring the cursor to the begining of the line. (Issue #836)
|
||||
* Hacknet node names is easier to handle for screen readers.
|
||||
* Money spent on classes is now tracked independently of work money.
|
||||
* running coding contract from the terminal will display its name.
|
||||
|
||||
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
|
||||
----------------------------------------------
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
|
||||
# The short X.Y version.
|
||||
version = '0.51'
|
||||
# The full version, including alpha/beta/rc tags.
|
||||
release = '0.51.2'
|
||||
release = '0.51.7'
|
||||
|
||||
# The language for content autogenerated by Sphinx. Refer to documentation
|
||||
# for a list of supported languages.
|
||||
|
||||
@@ -634,7 +634,7 @@ This tells me that I can reach :code:`CSEC` by going through :code:`iron-gym`::
|
||||
Make sure you notice the required hacking skill for the :code:`CSEC` server.
|
||||
This is a random value between 51 and 60. Although you receive the message
|
||||
from CSEC once you hit 50 hacking, you cannot actually pass their test
|
||||
until your hacking is high enough to hack their server.
|
||||
until your hacking is high enough to install a backdoor on their server.
|
||||
|
||||
After you are connected to the :code:`CSEC` server, you can hack it. Note that this
|
||||
server requires one open port in order to gain root access. We can open the SSH port
|
||||
@@ -642,10 +642,10 @@ using the :code:`BruteSSH.exe` program we created earlier. In |Terminal|::
|
||||
|
||||
$ run BruteSSH.exe
|
||||
$ run NUKE.exe
|
||||
$ hack
|
||||
$ backdoor
|
||||
|
||||
Keep hacking the server until you are successful. After you successfully hack it, you should
|
||||
receive a faction invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
|
||||
After you successfully install the backdoor, you should receive a faction
|
||||
invitation from |CyberSec| shortly afterwards. Accept it. If you accidentally
|
||||
reject the invitation, that's okay. Just go to the :code:`Factions` tab
|
||||
(|Keyboard shortcut| Alt + f) and you should see an option that lets you
|
||||
accept the invitation.
|
||||
|
||||
@@ -278,6 +278,7 @@ Description
|
||||
hashes, which can be spent on a variety of different upgrades.
|
||||
|
||||
In this BitNode:
|
||||
|
||||
* Your stats are significantly decreased
|
||||
* You cannnot purchase additional servers
|
||||
* Hacking is significantly less profitable
|
||||
@@ -292,7 +293,7 @@ Source-File
|
||||
* Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode
|
||||
|
||||
(Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT
|
||||
when installing Augmentation
|
||||
when installing Augmentations.)
|
||||
|
||||
Difficulty
|
||||
Hard
|
||||
@@ -312,6 +313,7 @@ Description
|
||||
2. Duplicate Sleeves: Duplicate your consciousness into Synthoids, allowing you to perform different tasks synchronously
|
||||
|
||||
In this BitNode:
|
||||
|
||||
* Your stats are significantly decreased
|
||||
* All methods of gaining money are half as profitable (except Stock Market)
|
||||
* Purchased servers are more expensive, have less max RAM, and a lower maximum limit
|
||||
|
||||
@@ -27,7 +27,7 @@ getServer() Netscript Function
|
||||
sshPortOpen
|
||||
baseDifficulty
|
||||
hackDifficulty
|
||||
manuallyHacked
|
||||
backdoorInstalled
|
||||
minDifficulty
|
||||
moneyAvailable
|
||||
moneyMax
|
||||
|
||||
40
doc/source/netscript/basicfunctions/flags.rst
Normal file
40
doc/source/netscript/basicfunctions/flags.rst
Normal file
@@ -0,0 +1,40 @@
|
||||
flags() Netscript Function
|
||||
============================
|
||||
|
||||
.. js:function:: flags(data)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param data array of pairs of strings: Flags definition.
|
||||
:returns: Object containing all the flags that were parsed or default.
|
||||
|
||||
The flag definition is an array of pairs of values, the first value is the
|
||||
name of the flag, the 2nd value is the default value for that flag.
|
||||
|
||||
The return object is a map containing flag names to the value. It also
|
||||
contains the special field '_' which contains all arguments that were not flags.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
/* example.script
|
||||
var data = flags([
|
||||
['delay', 0], // a default number means this flag is a number
|
||||
['server', 'foodnstuff'], // a default string means this flag is a string
|
||||
['exclude', []], // a default array means this flag is a default array of string
|
||||
['help', false], // a default boolean means this flag is a boolean
|
||||
]);
|
||||
tprint(data);
|
||||
*/
|
||||
[home ~/]> run example.script
|
||||
{"_":[],"delay":0,"server":"foodnstuff"}
|
||||
[home ~/]> run example.script --delay 3000
|
||||
{"_":[],"server":"foodnstuff","delay":3000}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi
|
||||
{"_":[],"delay":3000,"server":"harakiri-sushi"}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world
|
||||
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi"}
|
||||
[home ~/]> run example.script --delay 3000 --server harakiri-sushi hello world --exclude a --exclude b
|
||||
{"_":["hello","world"],"delay":3000,"server":"harakiri-sushi","exclude":["a","b"]}
|
||||
[home ~/]> run example.script --help
|
||||
{"_":[],"delay":0,"server":"foodnstuff","exclude":[],"help":true}
|
||||
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal file
88
doc/source/netscript/basicfunctions/getRunningScript.rst
Normal file
@@ -0,0 +1,88 @@
|
||||
getRunningScript() Netscript Function
|
||||
=====================================
|
||||
|
||||
.. js:function:: getRunningScript()
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:returns: Script object or null if not found
|
||||
|
||||
The object has the following properties:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
{
|
||||
// Script arguments
|
||||
args
|
||||
|
||||
// Script filename
|
||||
filename
|
||||
|
||||
// This script's logs. An array of log entries
|
||||
logs
|
||||
|
||||
// Flag indicating whether the logs have been updated since
|
||||
// the last time the UI was updated
|
||||
logUpd
|
||||
|
||||
// Total amount of hacking experience earned from this script when offline
|
||||
offlineExpGained
|
||||
|
||||
// Total amount of money made by this script when offline
|
||||
offlineMoneyMade
|
||||
|
||||
// Number of seconds that the script has been running offline
|
||||
offlineRunningTime
|
||||
|
||||
// Total amount of hacking experience earned from this script when online
|
||||
onlineExpGained
|
||||
|
||||
// Total amount of money made by this script when online
|
||||
onlineMoneyMade
|
||||
|
||||
// Number of seconds that this script has been running online
|
||||
onlineRunningTime
|
||||
|
||||
// Process ID.
|
||||
pid
|
||||
|
||||
// How much RAM this script uses for ONE thread
|
||||
ramUsage
|
||||
|
||||
// IP of the server on which this script is running
|
||||
server
|
||||
|
||||
// Number of threads that this script is running with
|
||||
threads
|
||||
}
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript(); // get the current script.
|
||||
|
||||
.. js:function:: getRunningScript(pid)
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:param number pid: PID of the script
|
||||
:returns: Script object or null if not found
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript(42); // get the script with pid 42.
|
||||
|
||||
.. js:function:: getRunningScript(fn, hostname[, args])
|
||||
|
||||
:RAM cost: 0.3 GB
|
||||
:param number fn: filename of the target script
|
||||
:param number hostname: hostname of the server running the script
|
||||
:param number args: arguments to the script.
|
||||
:returns: Script object or null if not found
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
getRunningScript("example.script", "home", "foodnstuff"); // get the script called "example.script" on "home" with argument "foodnstuff"
|
||||
@@ -1,11 +1,11 @@
|
||||
isRunning() Netscript Function
|
||||
==============================
|
||||
|
||||
.. js:function:: isRunning(filename, hostname, [args...])
|
||||
.. js:function:: isRunning(filename[, hostname=current hostname[, args...]])
|
||||
|
||||
:RAM cost: 0.1 GB
|
||||
:param string filename: Filename of script to check. case-sensitive.
|
||||
:param string hostname: Hostname of target server.
|
||||
:param string hostname: Hostname of target server. Defaults to current server
|
||||
:param args...: Arguments to specify/identify which scripts to search for
|
||||
:returns: ``true`` if that script with those args is running on that server.
|
||||
|
||||
@@ -38,3 +38,17 @@ isRunning() Netscript Function
|
||||
.. code-block:: javascript
|
||||
|
||||
isRunning("foo.script", "joesguns", 1, 5, "test");
|
||||
|
||||
|
||||
.. js:function:: isRunning(scriptPid)
|
||||
|
||||
:RAM cost: 0.1 GB
|
||||
:param number scriptPid: PID of the script to check.
|
||||
|
||||
Same as the above version but with pid.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
isRunning(39);
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
print() Netscript Function
|
||||
===========================
|
||||
|
||||
.. js:function:: print(x)
|
||||
.. js:function:: print(args...)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param x: Value to be printed.
|
||||
:param args: Values to be printed.
|
||||
|
||||
Prints a value or a variable to the script's logs.
|
||||
Prints any number of values to the script's logs.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
print("Hello world!"); // Prints "Hello world!" in the logs.
|
||||
print("Hello world!"); // Prints "Hello world!" in the logs.
|
||||
print({a:5}); // Prints '{"a":5}' in the logs.
|
||||
@@ -7,7 +7,7 @@ purchaseServer() Netscript Function
|
||||
:param string hostname: Hostname of the purchased server.
|
||||
:param number ram: Amount of RAM of the purchased server. Must be a power of
|
||||
2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
|
||||
:returns: The hostname of the newly purchased server.
|
||||
:returns: The hostname of the newly purchased server. Empty string on failure.
|
||||
|
||||
Purchased a server with the specified hostname and amount of RAM.
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
tail() Netscript Function
|
||||
==================================
|
||||
|
||||
.. js:function:: tail([fn[, hostname=current hostname[, [...args]]])
|
||||
.. js:function:: tail([fn[, hostname=current hostname[, ...args]])
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param string fn: Optional. Filename of script to get logs from.
|
||||
@@ -29,3 +29,33 @@ tail() Netscript Function
|
||||
|
||||
// Open logs from foo.script on the foodnstuff server that was run with the arguments [1, "test"]
|
||||
tail("foo.script", "foodnstuff", 1, "test");
|
||||
|
||||
.. js:function:: tail(scriptPid)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param number scriptPid: PID of the script to tail.
|
||||
|
||||
Opens a script's logs by pid
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
// Open logs from process with id 42
|
||||
tail(42);
|
||||
|
||||
// Open logs from process with id 42 on the foodnstuff server
|
||||
tail(42, "foodnstuff");
|
||||
|
||||
.. js:function:: tail()
|
||||
|
||||
:RAM cost: 0 GB
|
||||
|
||||
Opens the current script logs.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
// Open the current script logs.
|
||||
tail();
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
tprint() Netscript Function
|
||||
===========================
|
||||
|
||||
.. js:function:: tprint(x)
|
||||
.. js:function:: tprint(args...)
|
||||
|
||||
:RAM cost: 0 GB
|
||||
:param x: Value to be printed
|
||||
:param args: Values to be printed
|
||||
|
||||
Prints a value or a variable to the Terminal.
|
||||
Prints any number of values to the Terminal.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
|
||||
tprint("Hello world!"); // Prints "Hello world!" to the terminal.
|
||||
tprint({a:5}); // Prints '{"a":5}' to the terminal.
|
||||
@@ -5,13 +5,13 @@ Netscript Bladeburner API
|
||||
Netscript provides the following API for interacting with the game's Bladeburner mechanic.
|
||||
|
||||
The Bladeburner API is **not** immediately available to the player and must be unlocked
|
||||
later in the game
|
||||
later in the game.
|
||||
|
||||
.. warning:: This page contains spoilers for the game
|
||||
|
||||
The Bladeburner API is unlocked in BitNode-7. If you are in BitNode-7, you will
|
||||
automatically gain access to this API. Otherwise, you must have Source-File 7 in
|
||||
order to use this API in other BitNodes
|
||||
order to use this API in other BitNodes.
|
||||
|
||||
**Bladeburner API functions must be accessed through the 'bladeburner' namespace**
|
||||
|
||||
@@ -157,7 +157,7 @@ identifier by attaching the Bladeburner API functions to an object::
|
||||
}
|
||||
|
||||
BladeburnerHandler.prototype.handle = function() {
|
||||
//If we're doing something else manually (without Simlacrum),
|
||||
//If we're doing something else manually (without Simulacrum),
|
||||
//it overrides Bladeburner stuff
|
||||
if (!this.hasSimulacrum() && this.ns.isBusy()) {
|
||||
this.ns.print("Idling bc player is busy with some other action");
|
||||
|
||||
@@ -75,6 +75,7 @@ This includes information such as function signatures, what they do, and their r
|
||||
scriptKill() <basicfunctions/scriptKill>
|
||||
getScriptName() <basicfunctions/getScriptName>
|
||||
getScriptRam() <basicfunctions/getScriptRam>
|
||||
getRunningScript() <basicfunctions/getRunningScript>
|
||||
getHackTime() <basicfunctions/getHackTime>
|
||||
getGrowTime() <basicfunctions/getGrowTime>
|
||||
getWeakenTime() <basicfunctions/getWeakenTime>
|
||||
@@ -88,3 +89,4 @@ This includes information such as function signatures, what they do, and their r
|
||||
prompt() <basicfunctions/prompt>
|
||||
wget() <basicfunctions/wget>
|
||||
getFavorToDonate() <basicfunctions/getFavorToDonate>
|
||||
flags() <basicfunctions/flags>
|
||||
|
||||
@@ -65,6 +65,6 @@ Here is a short summary of the differences between Netscript 1.0 and Netscript 2
|
||||
|
||||
* Supports (almost) all features of modern JavaScript
|
||||
* Extremely fast - code is executed as an Async Function
|
||||
* Currently only works with Google Chrome browser
|
||||
* Works on most modern browsers.
|
||||
* Each script becomes a module and therefore all instances of that script can easily
|
||||
share data between each other (essentially global/static variables)
|
||||
|
||||
@@ -9,13 +9,12 @@ manualHack() Netscript Function
|
||||
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
|
||||
|
||||
This function will perform a manual hack on the server you are currently connected to.
|
||||
This is typically required to join factions.
|
||||
|
||||
Examples:
|
||||
|
||||
.. code-block:: javascript
|
||||
|
||||
connect("CSEC");
|
||||
connect("foodnstuff");
|
||||
manualHack();
|
||||
|
||||
.. warning::
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
softReset() Netscript Function
|
||||
===================================
|
||||
|
||||
.. js:function:: softReset()
|
||||
.. js:function:: softReset([callbackScript])
|
||||
|
||||
:RAM cost: 5 GB
|
||||
:param string cbScript:
|
||||
Optional callback script. This is a script that will automatically be
|
||||
run after the soft reset. This script will be run with no arguments and
|
||||
1 thread. It must be located on your home computer.
|
||||
|
||||
If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
|
||||
|
||||
|
||||
27
index.html
27
index.html
@@ -100,9 +100,12 @@
|
||||
<li id="help-menu-header-li">
|
||||
<button id="help-menu-header" class="mainmenu-accordion-header"> Help </button>
|
||||
</li>
|
||||
<li id="tutorial-tab" class="mainmenu-accordion-panel">
|
||||
<button id="tutorial-menu-link"> Tutorial </button>
|
||||
</li>
|
||||
<li id="milestones-tab" class="mainmenu-accordion-panel">
|
||||
<button id="milestones-menu-link"> Milestones </button>
|
||||
</li>
|
||||
<li id="tutorial-tab" class="mainmenu-accordion-panel">
|
||||
<button id="tutorial-menu-link"> Tutorial </button>
|
||||
</li>
|
||||
<li id="options-tab" class="mainmenu-accordion-panel">
|
||||
<button id="options-menu-link"> Options </button>
|
||||
</li>
|
||||
@@ -177,7 +180,7 @@
|
||||
<table id="terminal">
|
||||
<tr id="terminal-input">
|
||||
<td id="terminal-input-td" tabindex="2">$
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;"/>
|
||||
<input type="text" id="terminal-input-text-box" class="terminal-input" tabindex="1" onfocus="this.value = this.value;" autocomplete="off"/>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -226,6 +229,10 @@
|
||||
<!-- Augmentations -->
|
||||
<div id="augmentations-container" class="generic-menupage-container"></div>
|
||||
|
||||
<!-- Milestones content -->
|
||||
<div id="milestones-container" class="generic-menupage-container">
|
||||
</div>
|
||||
|
||||
<!-- Tutorial content -->
|
||||
<div id="tutorial-container" class="generic-menupage-container">
|
||||
<h1> Tutorial (AKA Links to Documentation) </h1>
|
||||
@@ -381,7 +388,7 @@
|
||||
|
||||
<!-- Status text -->
|
||||
<div id="status-text-container">
|
||||
<p id="status-text"> </p>
|
||||
<p id="status-text"></p>
|
||||
</div>
|
||||
|
||||
<!-- Game Options -->
|
||||
@@ -521,6 +528,16 @@
|
||||
<input class="optionCheckbox" type="checkbox" name="settingsDisableASCIIArt" id="settingsDisableASCIIArt">
|
||||
</fieldset>
|
||||
|
||||
<!-- Disable text effects such as corruption. -->
|
||||
<fieldset>
|
||||
<label for="settingsDisableTextEffects" class="tooltip">Disable Text Effects:
|
||||
<span class="tooltiptexthigh">
|
||||
If this is set, text effects will not be displayed. This can help if text is difficult to read in certain areas.
|
||||
</span>
|
||||
</label>
|
||||
<input class="optionCheckbox" type="checkbox" name="settingsDisableTextEffects" id="settingsDisableTextEffects">
|
||||
</fieldset>
|
||||
|
||||
<!-- Locale for displaying numbers -->
|
||||
<fieldset>
|
||||
<label for="settingsLocale" class="tooltip">Locale:
|
||||
|
||||
13764
package-lock.json
generated
13764
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
21
package.json
21
package.json
@@ -6,6 +6,7 @@
|
||||
"url": "https://github.com/danielyxie/bitburner/issues"
|
||||
},
|
||||
"dependencies": {
|
||||
"@material-ui/core": "^4.11.3",
|
||||
"@types/numeral": "0.0.25",
|
||||
"@types/react": "^16.8.6",
|
||||
"@types/react-dom": "^16.8.2",
|
||||
@@ -13,6 +14,7 @@
|
||||
"acorn-walk": "^6.2.0",
|
||||
"ajv": "^5.1.5",
|
||||
"ajv-keywords": "^2.0.0",
|
||||
"arg": "^5.0.0",
|
||||
"async": "^2.6.1",
|
||||
"autosize": "^4.0.2",
|
||||
"brace": "^0.11.1",
|
||||
@@ -46,7 +48,10 @@
|
||||
"@babel/core": "^7.3.4",
|
||||
"@babel/preset-react": "^7.0.0",
|
||||
"@types/chai": "^4.1.7",
|
||||
"@types/lodash": "^4.14.168",
|
||||
"@types/mocha": "^5.2.7",
|
||||
"@typescript-eslint/eslint-plugin": "^4.22.0",
|
||||
"@typescript-eslint/parser": "^4.22.0",
|
||||
"babel-loader": "^8.0.5",
|
||||
"beautify-lint": "^1.0.3",
|
||||
"benchmark": "^2.1.1",
|
||||
@@ -54,8 +59,8 @@
|
||||
"chai": "^4.2.0",
|
||||
"css-loader": "^0.28.11",
|
||||
"es6-promise-polyfill": "^1.1.1",
|
||||
"eslint": "^4.19.1",
|
||||
"eslint-plugin-node": "^6.0.1",
|
||||
"eslint": "^7.24.0",
|
||||
"eslint-plugin-node": "^11.1.0",
|
||||
"file-loader": "^1.1.11",
|
||||
"html-webpack-plugin": "^3.2.0",
|
||||
"i18n-webpack-plugin": "^1.0.0",
|
||||
@@ -85,8 +90,7 @@
|
||||
"stylelint-declaration-use-variable": "^1.6.1",
|
||||
"stylelint-order": "^0.8.1",
|
||||
"ts-loader": "^4.5.0",
|
||||
"tslint": "^5.10.0",
|
||||
"typescript": "^2.9.2",
|
||||
"typescript": "^4.2.4",
|
||||
"uglify-es": "^3.3.9",
|
||||
"uglifyjs-webpack-plugin": "^1.3.0",
|
||||
"url-loader": "^1.0.1",
|
||||
@@ -112,14 +116,13 @@
|
||||
"build": "webpack --mode production",
|
||||
"build:dev": "webpack --mode development",
|
||||
"build:test": "webpack --config webpack.config-test.js",
|
||||
"lint": "npm run lint:typescript & npm run lint:javascript & npm run lint:style",
|
||||
"lint:javascript": "eslint *.js ./src/**/*.js ./tests/**/*.js ./utils/**/*.js",
|
||||
"lint:style": "stylelint ./css/*",
|
||||
"lint:typescript": "tslint --project . --exclude **/*.d.ts --format stylish src/**/*.ts utils/**/*.ts",
|
||||
"lint": "npm run lint:jsts & npm run lint:style",
|
||||
"lint:jsts": "eslint --fix '*.{js,jsx,ts,tsx}' './src/**/*.{js,jsx,ts,tsx}' './test/**/*.{js,jsx,ts,tsx}' './utils/**/*.{js,jsx,ts,tsx}'",
|
||||
"lint:style": "stylelint --fix ./css/*",
|
||||
"preinstall": "node ./scripts/engines-check.js",
|
||||
"test": "mochapack --webpack-config webpack.config-test.js -r jsdom-global/register ./test/index.js",
|
||||
"watch": "webpack --watch --mode production",
|
||||
"watch:dev": "webpack --watch --mode development"
|
||||
},
|
||||
"version": "0.51.1"
|
||||
"version": "0.51.7"
|
||||
}
|
||||
|
||||
18
src/Alias.ts
18
src/Alias.ts
@@ -22,12 +22,12 @@ export function loadGlobalAliases(saveString: string): void {
|
||||
|
||||
// Prints all aliases to terminal
|
||||
export function printAliases(): void {
|
||||
for (var name in Aliases) {
|
||||
for (const name in Aliases) {
|
||||
if (Aliases.hasOwnProperty(name)) {
|
||||
post("alias " + name + "=" + Aliases[name]);
|
||||
}
|
||||
}
|
||||
for (var name in GlobalAliases) {
|
||||
for (const name in GlobalAliases) {
|
||||
if (GlobalAliases.hasOwnProperty(name)) {
|
||||
post("global alias " + name + "=" + GlobalAliases[name]);
|
||||
}
|
||||
@@ -35,9 +35,9 @@ export function printAliases(): void {
|
||||
}
|
||||
|
||||
// Returns true if successful, false otherwise
|
||||
export function parseAliasDeclaration(dec: string, global: boolean=false) {
|
||||
var re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
|
||||
var matches = dec.match(re);
|
||||
export function parseAliasDeclaration(dec: string, global = false): boolean {
|
||||
const re = /^([_|\w|!|%|,|@]+)="(.+)"$/;
|
||||
const matches = dec.match(re);
|
||||
if (matches == null || matches.length != 3) {return false;}
|
||||
if (global){
|
||||
addGlobalAlias(matches[1],matches[2]);
|
||||
@@ -100,17 +100,17 @@ export function substituteAliases(origCommand: string): string {
|
||||
// For the unalias command, dont substite
|
||||
if (commandArray[0] === "unalias") { return commandArray.join(" "); }
|
||||
|
||||
var alias = getAlias(commandArray[0]);
|
||||
const alias = getAlias(commandArray[0]);
|
||||
if (alias != null) {
|
||||
commandArray[0] = alias;
|
||||
} else {
|
||||
var alias = getGlobalAlias(commandArray[0]);
|
||||
const alias = getGlobalAlias(commandArray[0]);
|
||||
if (alias != null) {
|
||||
commandArray[0] = alias;
|
||||
}
|
||||
}
|
||||
for (var i = 0; i < commandArray.length; ++i) {
|
||||
var alias = getGlobalAlias(commandArray[i]);
|
||||
for (let i = 0; i < commandArray.length; ++i) {
|
||||
const alias = getGlobalAlias(commandArray[i]);
|
||||
if (alias != null) {
|
||||
commandArray[i] = alias;
|
||||
}
|
||||
|
||||
@@ -49,31 +49,27 @@ interface IConstructorParams {
|
||||
}
|
||||
|
||||
export class Augmentation {
|
||||
// Initiatizes a Augmentation object from a JSON save state.
|
||||
static fromJSON(value: any): Augmentation {
|
||||
return Generic_fromJSON(Augmentation, value.data);
|
||||
}
|
||||
|
||||
// How much money this costs to buy
|
||||
baseCost: number = 0;
|
||||
baseCost = 0;
|
||||
|
||||
// How much faction reputation is required to unlock this
|
||||
baseRepRequirement: number = 0;
|
||||
baseRepRequirement = 0;
|
||||
|
||||
// Description of what this Aug is and what it does
|
||||
info: string = "";
|
||||
info = "";
|
||||
|
||||
// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
|
||||
isSpecial: boolean = false;
|
||||
isSpecial = false;
|
||||
|
||||
// Augmentation level - for repeatable Augs like NeuroFlux Governor
|
||||
level: number = 0;
|
||||
level = 0;
|
||||
|
||||
// Name of Augmentation
|
||||
name: string = "";
|
||||
name = "";
|
||||
|
||||
// Whether the player owns this Augmentation
|
||||
owned: boolean = false;
|
||||
owned = false;
|
||||
|
||||
// Array of names of all prerequisites
|
||||
prereqs: string[] = [];
|
||||
@@ -83,7 +79,7 @@ export class Augmentation {
|
||||
mults: IMap<number> = {}
|
||||
|
||||
// Initial cost. Doesn't change when you purchase multiple Augmentation
|
||||
startingCost: number = 0;
|
||||
startingCost = 0;
|
||||
|
||||
constructor(params: IConstructorParams={ info: "", moneyCost: 0, name: "", repCost: 0 }) {
|
||||
this.name = params.name;
|
||||
@@ -141,7 +137,7 @@ export class Augmentation {
|
||||
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
|
||||
continue;
|
||||
}
|
||||
faction!.augmentations.push(this.name);
|
||||
faction.augmentations.push(this.name);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -154,7 +150,7 @@ export class Augmentation {
|
||||
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
|
||||
continue;
|
||||
}
|
||||
facObj!.augmentations.push(this.name);
|
||||
facObj.augmentations.push(this.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -163,6 +159,12 @@ export class Augmentation {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Augmentation", this);
|
||||
}
|
||||
|
||||
// Initiatizes a Augmentation object from a JSON save state.
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Augmentation {
|
||||
return Generic_fromJSON(Augmentation, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Augmentation = Augmentation;
|
||||
|
||||
@@ -8,29 +8,14 @@ import { AugmentationsRoot } from "./ui/Root";
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { Factions, factionExists } from "../Faction/Factions";
|
||||
import { startWorkerScript } from "../NetscriptWorker";
|
||||
import { Player } from "../Player";
|
||||
import { prestigeAugmentation } from "../Prestige";
|
||||
import { saveObject } from "../SaveObject";
|
||||
import { RunningScript } from "../Script/RunningScript";
|
||||
import { Script } from "../Script/Script";
|
||||
import { Server } from "../Server/Server";
|
||||
import { OwnedAugmentationsOrderSetting } from "../Settings/SettingEnums";
|
||||
import { Settings } from "../Settings/Settings";
|
||||
import { Page, routing } from "../ui/navigationTracking";
|
||||
|
||||
import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
import { createAccordionElement } from "../../utils/uiHelpers/createAccordionElement";
|
||||
import {
|
||||
Reviver,
|
||||
Generic_toJSON,
|
||||
Generic_fromJSON
|
||||
} from "../../utils/JSONReviver";
|
||||
import { formatNumber } from "../../utils/StringHelperFunctions";
|
||||
import { clearObject } from "../../utils/helpers/clearObject";
|
||||
import { createElement } from "../../utils/uiHelpers/createElement";
|
||||
import { isString } from "../../utils/helpers/isString";
|
||||
import { removeChildrenFromElement } from "../../utils/uiHelpers/removeChildrenFromElement";
|
||||
import { Money } from "../ui/React/Money";
|
||||
|
||||
import React from "react";
|
||||
import ReactDOM from "react-dom";
|
||||
@@ -177,7 +162,7 @@ function initAugmentations() {
|
||||
const CombatRib3 = new Augmentation({
|
||||
name:AugmentationNames.CombatRib3, repCost:14e3, moneyCost:24e6,
|
||||
info:"This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
|
||||
"drugs into the bloodstream<br><br>." +
|
||||
"drugs into the bloodstream.<br><br>" +
|
||||
"This augmentation increases the player's strength and defense by 18%.",
|
||||
prereqs:[AugmentationNames.CombatRib2],
|
||||
strength_mult: 1.18,
|
||||
@@ -403,7 +388,7 @@ function initAugmentations() {
|
||||
info:"The body is injected with a chemical that artificially induces synaptic potentiation, " +
|
||||
"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's hacking speed by 2% <br>" +
|
||||
"Increases the player's hacking speed by 2%.<br>" +
|
||||
"Increases the player's hacking chance by 5%.<br>" +
|
||||
"Increases the player's hacking experience gain rate by 5%.",
|
||||
hacking_speed_mult: 1.02,
|
||||
@@ -880,9 +865,7 @@ function initAugmentations() {
|
||||
info:"The body is genetically re-engineered so that it produces the ADR-V1 pheromone, " +
|
||||
"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, " +
|
||||
"triggers feelings of admiration and approval in other people.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the amount of reputation the player gains when working for a company by 10% <br>" +
|
||||
"Increases the amount of reputation the player gains for a faction by 10%.",
|
||||
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 10%.",
|
||||
company_rep_mult: 1.1,
|
||||
faction_rep_mult: 1.1,
|
||||
});
|
||||
@@ -897,8 +880,7 @@ function initAugmentations() {
|
||||
info:"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, " +
|
||||
"which is similar to but more potent than ADR-V1. This pheromone, when excreted, " +
|
||||
"triggers feelings of admiration, approval, and respect in others.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the amount of reputation the player gains for a faction and company by 20%.",
|
||||
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 20%.",
|
||||
company_rep_mult: 1.2,
|
||||
faction_rep_mult: 1.2,
|
||||
});
|
||||
@@ -915,8 +897,7 @@ function initAugmentations() {
|
||||
"criminal organizations and allows the user to project and control holographic " +
|
||||
"simulacrums within a large radius. These simulacrums are commonly used for " +
|
||||
"espionage and surveillance work.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the amount of reputation the player gains when working for a faction or company by 15%.",
|
||||
"This augmentation increases the amount of reputation the player gains when working for a faction or company by 15%.",
|
||||
company_rep_mult: 1.15,
|
||||
faction_rep_mult: 1.15,
|
||||
});
|
||||
@@ -1152,7 +1133,7 @@ function initAugmentations() {
|
||||
"cells, when powered, have a negative refractive index. As a result, they bend light " +
|
||||
"around the skin, making the user much harder to see from the naked eye.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's agility by 5% <br>" +
|
||||
"Increases the player's agility by 5%.<br>" +
|
||||
"Increases the amount of money the player gains from crimes by 10%.",
|
||||
agility_mult: 1.05,
|
||||
crime_money_mult: 1.1,
|
||||
@@ -1170,8 +1151,8 @@ function initAugmentations() {
|
||||
"cells, when powered, are capable of not only bending light but also of bending heat, " +
|
||||
"making the user more resilient as well as stealthy.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's agility by 10% <br>" +
|
||||
"Increases the player's defense by 10% <br>" +
|
||||
"Increases the player's agility by 10%.<br>" +
|
||||
"Increases the player's defense by 10%.<br>" +
|
||||
"Increases the amount of money the player gains from crimes by 25%.",
|
||||
prereqs:[AugmentationNames.LuminCloaking1],
|
||||
agility_mult: 1.1,
|
||||
@@ -1259,7 +1240,7 @@ function initAugmentations() {
|
||||
// Daedalus
|
||||
const RedPill = new Augmentation({
|
||||
name:AugmentationNames.TheRedPill, repCost:1e6, moneyCost:0,
|
||||
info:"It's time to leave the cave."
|
||||
info:"It's time to leave the cave.",
|
||||
});
|
||||
RedPill.addToFactions(["Daedalus"]);
|
||||
if (augmentationExists(AugmentationNames.TheRedPill)) {
|
||||
@@ -1335,7 +1316,7 @@ function initAugmentations() {
|
||||
"capable of psychoanalyzing and profiling the personality of " +
|
||||
"others using optical imaging software.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's charisma by 50%. <br>" +
|
||||
"Increases the player's charisma by 50%.<br>" +
|
||||
"Increases the player's charisma experience gain rate by 50%.<br>" +
|
||||
"Increases the amount of reputation the player gains for a company by 25%.<br>" +
|
||||
"Increases the amount of reputation the player gains for a faction by 25%.",
|
||||
@@ -1372,7 +1353,7 @@ function initAugmentations() {
|
||||
name:AugmentationNames.Xanipher, repCost:350e3, moneyCost:850e6,
|
||||
info:"A concoction of advanced nanobots that is orally ingested into the " +
|
||||
"body. These nanobots induce physiological change and significantly " +
|
||||
"improve the body's functionining in all aspects.<br><br>" +
|
||||
"improve the body's functioning in all aspects.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases all of the player's stats by 20%.<br>" +
|
||||
"Increases the player's experience gain rate for all stats by 15%.",
|
||||
@@ -1395,6 +1376,23 @@ function initAugmentations() {
|
||||
}
|
||||
AddToAugmentations(Xanipher);
|
||||
|
||||
const HydroflameLeftArm = new Augmentation({
|
||||
name:AugmentationNames.HydroflameLeftArm, repCost:500e3, moneyCost:500e9,
|
||||
info:"The left arm of a legendary BitRunner who ascended beyond this world. " +
|
||||
"It projects a light blue energy shield that protects the exposed inner parts. " +
|
||||
"Even though it contains no weapons, the advance tungsten titanium " +
|
||||
"alloy increases the users strength to unbelievable levels.<br><br>" +
|
||||
"This augmentation increases the player's strength by 300%.",
|
||||
strength_mult: 3,
|
||||
});
|
||||
HydroflameLeftArm.addToFactions(["NWO"]);
|
||||
if (augmentationExists(AugmentationNames.HydroflameLeftArm)) {
|
||||
delete Augmentations[AugmentationNames.HydroflameLeftArm];
|
||||
}
|
||||
AddToAugmentations(HydroflameLeftArm);
|
||||
|
||||
|
||||
|
||||
// ClarkeIncorporated
|
||||
const nextSENS = new Augmentation({
|
||||
name:AugmentationNames.nextSENS, repCost:175e3, moneyCost:385e6,
|
||||
@@ -1537,12 +1535,12 @@ function initAugmentations() {
|
||||
// Sector12
|
||||
const CashRoot = new Augmentation({
|
||||
name:AugmentationNames.CashRoot, repCost:5e3, moneyCost:25e6,
|
||||
info:"A collection of digital assets saved on a small chip. The chip is implanted " +
|
||||
"into your wrist. A small jack in the chip allows you to connect it to a computer " +
|
||||
"and upload the assets.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Lets the player start with $1,000,000 after a reset.<br>" +
|
||||
"Lets the player start with the BruteSSH.exe program after a reset."
|
||||
info:<>A collection of digital assets saved on a small chip. The chip is implanted
|
||||
into your wrist. A small jack in the chip allows you to connect it to a computer
|
||||
and upload the assets.<br /><br />
|
||||
This augmentation:<br />
|
||||
Lets the player start with {Money(1e6)} after a reset.<br />
|
||||
Lets the player start with the BruteSSH.exe program after a reset.</>,
|
||||
});
|
||||
CashRoot.addToFactions(["Sector-12"]);
|
||||
if (augmentationExists(AugmentationNames.CashRoot)) {
|
||||
@@ -1557,8 +1555,7 @@ function initAugmentations() {
|
||||
"synthesizes glucose, amino acids, and vitamins and redistributes them " +
|
||||
"across the body. The device is powered by the body's naturally wasted " +
|
||||
"energy in the form of heat.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's experience gain rate for all combat stats by 20%.",
|
||||
"This augmentation increases the player's experience gain rate for all combat stats by 20%.",
|
||||
strength_exp_mult: 1.2,
|
||||
defense_exp_mult: 1.2,
|
||||
dexterity_exp_mult: 1.2,
|
||||
@@ -1730,7 +1727,7 @@ function initAugmentations() {
|
||||
"to induce wakefulness and concentration, suppress fear, reduce empathy, and " +
|
||||
"improve reflexes and memory-recall among other things.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's sucess chance in Bladeburner contracts/operations by 3%.<br>" +
|
||||
"Increases the player's success chance in Bladeburner contracts/operations by 3%.<br>" +
|
||||
"Increases the player's effectiveness in Bladeburner Field Analysis by 5%.<br>" +
|
||||
"Increases the player's Bladeburner stamina gain rate by 2%.",
|
||||
bladeburner_success_chance_mult: 1.03,
|
||||
@@ -1768,8 +1765,7 @@ function initAugmentations() {
|
||||
"nature of the plasma disrupts the electrical systems of Augmentations. However, " +
|
||||
"it can also be effective against non-augmented enemies due to its high temperature " +
|
||||
"and concussive force.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's success chance in Bladeburner contracts/operations by 6%.",
|
||||
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 6%.",
|
||||
bladeburner_success_chance_mult: 1.06,
|
||||
isSpecial: true,
|
||||
});
|
||||
@@ -1782,8 +1778,7 @@ function initAugmentations() {
|
||||
"is more advanced and powerful than the original V1 model. This V2 model is " +
|
||||
"more power-efficiency, more accurate, and can fire plasma bolts at a much " +
|
||||
"higher velocity than the V1 model.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's success chance in Bladeburner contracts/operations by 8%.",
|
||||
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 8%.",
|
||||
prereqs:[AugmentationNames.HyperionV1],
|
||||
bladeburner_success_chance_mult: 1.08,
|
||||
isSpecial: true,
|
||||
@@ -1941,8 +1936,7 @@ function initAugmentations() {
|
||||
info:"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser " +
|
||||
"weapon. It's precision an accuracy makes it useful for quickly neutralizing " +
|
||||
"threats while keeping casualties to a minimum.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's success chance in Bladeburner contracts/operations by 8%.",
|
||||
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 8%.",
|
||||
prereqs:[AugmentationNames.BladeArmor],
|
||||
bladeburner_success_chance_mult: 1.08,
|
||||
isSpecial: true,
|
||||
@@ -1956,8 +1950,7 @@ function initAugmentations() {
|
||||
"multiple-fiber system. The upgraded weapon uses multiple fiber laser " +
|
||||
"modules that combine together to form a single, more powerful beam of up to " +
|
||||
"2000MW.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's success chance in Bladeburner contracts/operations by 10%.",
|
||||
"This augmentation increases the player's success chance in Bladeburner contracts/operations by 10%.",
|
||||
prereqs:[AugmentationNames.BladeArmorUnibeam],
|
||||
bladeburner_success_chance_mult: 1.1,
|
||||
isSpecial: true,
|
||||
@@ -2089,7 +2082,7 @@ export function displayAugmentationsContent(contentEl) {
|
||||
exportGameFn={saveObject.exportGame.bind(saveObject)}
|
||||
installAugmentationsFn={installAugmentations}
|
||||
/>,
|
||||
contentEl
|
||||
contentEl,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Augmentation } from "./Augmentation";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export let Augmentations: IMap<Augmentation> = {};
|
||||
export const Augmentations: IMap<Augmentation> = {};
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
export class PlayerOwnedAugmentation {
|
||||
level: number = 1;
|
||||
name: string = "";
|
||||
level = 1;
|
||||
name = "";
|
||||
|
||||
constructor(name: string = "") {
|
||||
constructor(name = "") {
|
||||
this.name = name;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { IMap } from "../../types";
|
||||
|
||||
export let AugmentationNames: IMap<string> = {
|
||||
export const AugmentationNames: IMap<string> = {
|
||||
Targeting1: "Augmented Targeting I",
|
||||
Targeting2: "Augmented Targeting II",
|
||||
Targeting3: "Augmented Targeting III",
|
||||
@@ -89,6 +89,7 @@ export let AugmentationNames: IMap<string> = {
|
||||
BrachiBlades: "BrachiBlades",
|
||||
BionicArms: "Bionic Arms",
|
||||
SNA: "Social Negotiation Assistant (S.N.A)",
|
||||
HydroflameLeftArm: "Hydroflame Left Arm",
|
||||
EsperEyewear: "EsperTech Bladeburner Eyewear",
|
||||
EMS4Recombination: "EMS-4 Recombination",
|
||||
OrionShoulder: "ORION-MKIV Shoulder",
|
||||
|
||||
@@ -15,7 +15,9 @@ import { SourceFileMinus1 } from "./SourceFileMinus1";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
|
||||
|
||||
type IProps = {}
|
||||
type IProps = {
|
||||
// nothing special.
|
||||
}
|
||||
|
||||
type IState = {
|
||||
rerenderFlag: boolean;
|
||||
@@ -39,7 +41,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
|
||||
this.listRef = React.createRef();
|
||||
}
|
||||
|
||||
collapseAllHeaders() {
|
||||
collapseAllHeaders(): void {
|
||||
const ul = this.listRef.current;
|
||||
if (ul == null) { return; }
|
||||
const tickers = ul.getElementsByClassName("accordion-header");
|
||||
@@ -55,7 +57,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
|
||||
}
|
||||
}
|
||||
|
||||
expandAllHeaders() {
|
||||
expandAllHeaders(): void {
|
||||
const ul = this.listRef.current;
|
||||
if (ul == null) { return; }
|
||||
const tickers = ul.getElementsByClassName("accordion-header");
|
||||
@@ -71,7 +73,7 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
|
||||
}
|
||||
}
|
||||
|
||||
rerender() {
|
||||
rerender(): void {
|
||||
this.setState((prevState) => {
|
||||
return {
|
||||
rerenderFlag: !prevState.rerenderFlag,
|
||||
@@ -79,17 +81,17 @@ export class InstalledAugmentationsAndSourceFiles extends React.Component<IProps
|
||||
});
|
||||
}
|
||||
|
||||
sortByAcquirementTime() {
|
||||
sortByAcquirementTime(): void {
|
||||
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;
|
||||
this.rerender();
|
||||
}
|
||||
|
||||
sortInOrder() {
|
||||
sortInOrder(): void {
|
||||
Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically
|
||||
this.rerender();
|
||||
}
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
return (
|
||||
<>
|
||||
<ListConfiguration
|
||||
|
||||
@@ -7,7 +7,7 @@ import { Player } from "../../Player";
|
||||
import { numeralWrapper } from "../../ui/numeralFormat";
|
||||
import { Augmentations} from "../Augmentations";
|
||||
|
||||
function calculateAugmentedStats() {
|
||||
function calculateAugmentedStats(): any {
|
||||
const augP: any = {};
|
||||
for(const aug of Player.queuedAugmentations) {
|
||||
const augObj = Augmentations[aug.name];
|
||||
@@ -22,12 +22,12 @@ function calculateAugmentedStats() {
|
||||
export function PlayerMultipliers(): React.ReactElement {
|
||||
const mults = calculateAugmentedStats();
|
||||
function MultiplierTable(rows: any[]): React.ReactElement {
|
||||
function improvements(r: number) {
|
||||
let elems: any[] = [];
|
||||
function improvements(r: number): JSX.Element[] {
|
||||
let elems: JSX.Element[] = [];
|
||||
if(r) {
|
||||
elems = [
|
||||
<td key='2'> => </td>,
|
||||
<td key='3'>{numeralWrapper.formatPercentage(r)}</td>
|
||||
<td key="2"> {"=>"} </td>,
|
||||
<td key="3">{numeralWrapper.formatPercentage(r)}</td>,
|
||||
];
|
||||
}
|
||||
return elems;
|
||||
@@ -36,8 +36,8 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
return <table>
|
||||
<tbody>
|
||||
{rows.map((r: any) => <tr key={r[0]}>
|
||||
<td key='0'><span>{r[0]} multiplier: </span></td>
|
||||
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
<td key="0"><span>{r[0]} multiplier: </span></td>
|
||||
<td key="1" style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
|
||||
{improvements(r[2])}
|
||||
</tr>)}
|
||||
</tbody>
|
||||
@@ -51,38 +51,38 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
['Hacking Chance ', Player.hacking_chance_mult, Player.hacking_chance_mult*mults.hacking_chance_mult],
|
||||
['Hacking Speed ', Player.hacking_speed_mult, Player.hacking_speed_mult*mults.hacking_speed_mult],
|
||||
['Hacking Money ', Player.hacking_money_mult, Player.hacking_money_mult*mults.hacking_money_mult],
|
||||
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult]
|
||||
['Hacking Growth ', Player.hacking_grow_mult, Player.hacking_grow_mult*mults.hacking_grow_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Hacking Level ', Player.hacking_mult, Player.hacking_mult*mults.hacking_mult],
|
||||
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult]
|
||||
['Hacking Experience ', Player.hacking_exp_mult, Player.hacking_exp_mult*mults.hacking_exp_mult],
|
||||
])}<br />
|
||||
|
||||
|
||||
{MultiplierTable([
|
||||
['Strength Level ', Player.strength_mult, Player.strength_mult*mults.strength_mult],
|
||||
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult]
|
||||
['Strength Experience ', Player.strength_exp_mult, Player.strength_exp_mult*mults.strength_exp_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Defense Level ', Player.defense_mult, Player.defense_mult*mults.defense_mult],
|
||||
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult]
|
||||
['Defense Experience ', Player.defense_exp_mult, Player.defense_exp_mult*mults.defense_exp_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Dexterity Level ', Player.dexterity_mult, Player.dexterity_mult*mults.dexterity_mult],
|
||||
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult]
|
||||
['Dexterity Experience ', Player.dexterity_exp_mult, Player.dexterity_exp_mult*mults.dexterity_exp_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Agility Level ', Player.agility_mult, Player.agility_mult*mults.agility_mult],
|
||||
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult]
|
||||
['Agility Experience ', Player.agility_exp_mult, Player.agility_exp_mult*mults.agility_exp_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Charisma Level ', Player.charisma_mult, Player.charisma_mult*mults.charisma_mult],
|
||||
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult]
|
||||
['Charisma Experience ', Player.charisma_exp_mult, Player.charisma_exp_mult*mults.charisma_exp_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
@@ -90,13 +90,13 @@ export function PlayerMultipliers(): React.ReactElement {
|
||||
['Hacknet Node purchase cost ', Player.hacknet_node_purchase_cost_mult, Player.hacknet_node_purchase_cost_mult*mults.hacknet_node_purchase_cost_mult],
|
||||
['Hacknet Node RAM upgrade cost ', Player.hacknet_node_ram_cost_mult, Player.hacknet_node_ram_cost_mult*mults.hacknet_node_ram_cost_mult],
|
||||
['Hacknet Node Core purchase cost ', Player.hacknet_node_core_cost_mult, Player.hacknet_node_core_cost_mult*mults.hacknet_node_core_cost_mult],
|
||||
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult]
|
||||
['Hacknet Node level upgrade cost ', Player.hacknet_node_level_cost_mult, Player.hacknet_node_level_cost_mult*mults.hacknet_node_level_cost_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
['Company reputation gain ', Player.company_rep_mult, Player.company_rep_mult*mults.company_rep_mult],
|
||||
['Faction reputation gain ', Player.faction_rep_mult, Player.faction_rep_mult*mults.faction_rep_mult],
|
||||
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult]
|
||||
['Salary ', Player.work_money_mult, Player.work_money_mult*mults.work_money_mult],
|
||||
])}<br />
|
||||
|
||||
{MultiplierTable([
|
||||
|
||||
@@ -22,7 +22,7 @@ export function PurchasedAugmentations(): React.ReactElement {
|
||||
augs.push(
|
||||
<li key={`${ownedAug.name}${ownedAug.level}`}>
|
||||
<AugmentationAccordion aug={aug} level={level} />
|
||||
</li>
|
||||
</li>,
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -25,7 +25,7 @@ export class AugmentationsRoot extends React.Component<IProps, IState> {
|
||||
super(props);
|
||||
}
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
return (
|
||||
<div id="augmentations-content">
|
||||
<h1>Purchased Augmentations</h1>
|
||||
|
||||
@@ -5,15 +5,12 @@
|
||||
import * as React from "react";
|
||||
|
||||
import { Player } from "../../Player";
|
||||
import { Settings } from "../../Settings/Settings";
|
||||
import { OwnedAugmentationsOrderSetting } from "../../Settings/SettingEnums";
|
||||
import { SourceFiles } from "../../SourceFile/SourceFiles";
|
||||
import { Exploit, ExploitName } from "../../Exploits/Exploit";
|
||||
|
||||
import { Accordion } from "../../ui/React/Accordion";
|
||||
|
||||
export function SourceFileMinus1(): React.ReactElement {
|
||||
let exploits = Player.exploits;
|
||||
const exploits = Player.exploits;
|
||||
|
||||
if(exploits.length === 0) {
|
||||
return <></>
|
||||
|
||||
@@ -16,7 +16,7 @@ class BitNode {
|
||||
number: number;
|
||||
|
||||
|
||||
constructor(n: number, name: string, desc: string="", info: string="") {
|
||||
constructor(n: number, name: string, desc="", info="") {
|
||||
this.number = n;
|
||||
this.name = name;
|
||||
this.desc = desc;
|
||||
@@ -234,7 +234,7 @@ BitNodes["BitNode11"] = new BitNode(11, "The Big Crash", "Okay. Sell it all.",
|
||||
"Level 3: 56%");
|
||||
BitNodes["BitNode12"] = new BitNode(12, "The Recursion", "Repeat.",
|
||||
"To iterate is human, to recurse divine.<br><br>" +
|
||||
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give you Souce-File 12, or " +
|
||||
"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give you Source-File 12, or " +
|
||||
"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. Each level " +
|
||||
"of Source-File 12 will increase all of your multipliers by 1%. This effect is multiplicative with itself. " +
|
||||
"In other words, level N of this Source-File will result in a multiplier of 1.01^N (or 0.99^N for multipliers that decrease)");
|
||||
@@ -252,11 +252,11 @@ BitNodes["BitNode22"] = new BitNode(22, "", "COMING SOON");
|
||||
BitNodes["BitNode23"] = new BitNode(23, "", "COMING SOON");
|
||||
BitNodes["BitNode24"] = new BitNode(24, "", "COMING SOON");
|
||||
|
||||
export function initBitNodeMultipliers(p: IPlayer) {
|
||||
export function initBitNodeMultipliers(p: IPlayer): void {
|
||||
if (p.bitNodeN == null) {
|
||||
p.bitNodeN = 1;
|
||||
}
|
||||
for (var mult in BitNodeMultipliers) {
|
||||
for (const mult in BitNodeMultipliers) {
|
||||
if (BitNodeMultipliers.hasOwnProperty(mult)) {
|
||||
BitNodeMultipliers[mult] = 1;
|
||||
}
|
||||
@@ -433,15 +433,15 @@ export function initBitNodeMultipliers(p: IPlayer) {
|
||||
BitNodeMultipliers.FourSigmaMarketDataCost = 4;
|
||||
BitNodeMultipliers.FourSigmaMarketDataApiCost = 4;
|
||||
break;
|
||||
case 12: //The Recursion
|
||||
var sf12Lvl = 0;
|
||||
for (var i = 0; i < p.sourceFiles.length; i++) {
|
||||
case 12: { //The Recursion
|
||||
let sf12Lvl = 0;
|
||||
for (let i = 0; i < p.sourceFiles.length; i++) {
|
||||
if (p.sourceFiles[i].n === 12) {
|
||||
sf12Lvl = p.sourceFiles[i].lvl;
|
||||
}
|
||||
}
|
||||
var inc = Math.pow(1.02, sf12Lvl);
|
||||
var dec = 1/inc;
|
||||
const inc = Math.pow(1.02, sf12Lvl);
|
||||
const dec = 1/inc;
|
||||
|
||||
// Multiplier for number of augs needed for Daedalus increases
|
||||
// up to a maximum of 1.34, which results in 40 Augs required
|
||||
@@ -499,6 +499,7 @@ export function initBitNodeMultipliers(p: IPlayer) {
|
||||
BitNodeMultipliers.BladeburnerRank = dec;
|
||||
BitNodeMultipliers.BladeburnerSkillCost = inc;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
console.warn("Player.bitNodeN invalid");
|
||||
break;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
import { Augmentations } from "./Augmentation/Augmentations";
|
||||
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
|
||||
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "./Constants";
|
||||
import { Engine } from "./engine";
|
||||
import { Faction } from "./Faction/Faction";
|
||||
import { Factions, factionExists } from "./Faction/Factions";
|
||||
@@ -17,17 +16,19 @@ import { dialogBoxCreate } from "../utils/DialogBox";
|
||||
import {
|
||||
Reviver,
|
||||
Generic_toJSON,
|
||||
Generic_fromJSON
|
||||
Generic_fromJSON,
|
||||
} from "../utils/JSONReviver";
|
||||
import { setTimeoutRef } from "./utils/SetTimeoutRef";
|
||||
import { formatNumber } from "../utils/StringHelperFunctions";
|
||||
import {
|
||||
formatNumber,
|
||||
convertTimeMsToTimeElapsedString,
|
||||
} from "../utils/StringHelperFunctions";
|
||||
|
||||
import { ConsoleHelpText } from "./Bladeburner/data/Help";
|
||||
import { City } from "./Bladeburner/City";
|
||||
import { BladeburnerConstants } from "./Bladeburner/data/Constants";
|
||||
import { Skill } from "./Bladeburner/Skill";
|
||||
import { Skills } from "./Bladeburner/Skills";
|
||||
import { SkillNames } from "./Bladeburner/data/SkillNames";
|
||||
import { Operation } from "./Bladeburner/Operation";
|
||||
import { BlackOperation } from "./Bladeburner/BlackOperation";
|
||||
import { BlackOperations } from "./Bladeburner/BlackOperations";
|
||||
@@ -45,7 +46,6 @@ import { KEY } from "../utils/helpers/keyCodes";
|
||||
|
||||
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
|
||||
import { appendLineBreaks } from "../utils/uiHelpers/appendLineBreaks";
|
||||
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
|
||||
import { createElement } from "../utils/uiHelpers/createElement";
|
||||
import { createPopup } from "../utils/uiHelpers/createPopup";
|
||||
import { removeElement } from "../utils/uiHelpers/removeElement";
|
||||
@@ -236,7 +236,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(25, 150), countGrowth:getRandomInt(5, 75)/10,
|
||||
weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05},
|
||||
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
this.contracts["Bounty Hunter"] = new Contract({
|
||||
name:"Bounty Hunter",
|
||||
@@ -248,7 +248,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
|
||||
weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1},
|
||||
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
this.contracts["Retirement"] = new Contract({
|
||||
name:"Retirement",
|
||||
@@ -260,7 +260,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
|
||||
weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1},
|
||||
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
|
||||
this.operations["Investigation"] = new Operation({
|
||||
@@ -275,7 +275,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
|
||||
weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1},
|
||||
decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
this.operations["Undercover Operation"] = new Operation({
|
||||
name:"Undercover Operation",
|
||||
@@ -288,7 +288,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
|
||||
weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1},
|
||||
decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
this.operations["Sting Operation"] = new Operation({
|
||||
name:"Sting Operation",
|
||||
@@ -299,19 +299,19 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(1, 150), countGrowth:getRandomInt(3, 40)/10,
|
||||
weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1},
|
||||
decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
this.operations["Raid"] = new Operation({
|
||||
name:"Raid",
|
||||
desc:"Lead an assault on a known Synthoid community. Note that " +
|
||||
"there must be an existing Synthoid community in your current city " +
|
||||
"in order for this Operation to be successful",
|
||||
"in order for this Operation to be successful.",
|
||||
baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000,
|
||||
rankGain:55,rankLoss:2.5,hpLoss:50,
|
||||
count:getRandomInt(1, 150), countGrowth:getRandomInt(2, 40)/10,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
this.operations["Stealth Retirement Operation"] = new Operation({
|
||||
name:"Stealth Retirement Operation",
|
||||
@@ -323,7 +323,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
|
||||
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
|
||||
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
|
||||
isStealth:true, isKill:true
|
||||
isStealth:true, isKill:true,
|
||||
});
|
||||
this.operations["Assassination"] = new Operation({
|
||||
name:"Assassination",
|
||||
@@ -335,7 +335,7 @@ Bladeburner.prototype.create = function() {
|
||||
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
|
||||
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8},
|
||||
isStealth:true, isKill:true
|
||||
isStealth:true, isKill:true,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1069,7 +1069,11 @@ Bladeburner.prototype.gainActionStats = function(action, success) {
|
||||
Player.gainDexterityExp(unweightedGain * action.weights.dex * Player.dexterity_exp_mult * skillMult);
|
||||
Player.gainAgilityExp(unweightedGain * action.weights.agi * Player.agility_exp_mult * skillMult);
|
||||
Player.gainCharismaExp(unweightedGain * action.weights.cha * Player.charisma_exp_mult * skillMult);
|
||||
Player.gainIntelligenceExp(unweightedIntGain * action.weights.int * skillMult);
|
||||
let intExp = unweightedIntGain * action.weights.int * skillMult;
|
||||
if (intExp > 1) {
|
||||
intExp = Math.pow(intExp, 0.8);
|
||||
}
|
||||
Player.gainIntelligenceExp(intExp);
|
||||
}
|
||||
|
||||
Bladeburner.prototype.randomEvent = function() {
|
||||
@@ -1267,7 +1271,7 @@ Bladeburner.prototype.createContent = function() {
|
||||
DomElems.consoleInput.focus();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
DomElems.consoleTable = createElement("table", {class:"bladeburner-console-table"});
|
||||
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeburner-console-input-row"});
|
||||
@@ -1275,7 +1279,7 @@ Bladeburner.prototype.createContent = function() {
|
||||
DomElems.consoleInputHeader = createElement("pre", {innerText:"> "});
|
||||
DomElems.consoleInput = createElement("input", {
|
||||
type:"text", class:"bladeburner-console-input", tabIndex:1,
|
||||
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value}
|
||||
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value},
|
||||
});
|
||||
|
||||
DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);
|
||||
@@ -1359,7 +1363,7 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
innerText:"Est. Synthoid Population: ",
|
||||
display:"inline-block",
|
||||
tooltip:"This is your Bladeburner division's estimate of how many Synthoids exist " +
|
||||
"in your current city."
|
||||
"in your current city.",
|
||||
});
|
||||
|
||||
DomElems.overviewEstPopHelpTip = createElement("div", {
|
||||
@@ -1377,7 +1381,7 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
"The Synthoid populations of cities can change due to your " +
|
||||
"actions or random events. If random events occur, they will " +
|
||||
"be logged in the Bladeburner Console.");
|
||||
}
|
||||
},
|
||||
});
|
||||
|
||||
DomElems.overviewEstComms = createElement("p", {
|
||||
@@ -1391,14 +1395,14 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
innerText:"City Chaos: ",
|
||||
display:"inline-block",
|
||||
tooltip:"The city's chaos level due to tensions and conflicts between humans and Synthoids. " +
|
||||
"Having too high of a chaos level can make contracts and operations harder."
|
||||
"Having too high of a chaos level can make contracts and operations harder.",
|
||||
});
|
||||
|
||||
DomElems.overviewBonusTime = createElement("p", {
|
||||
innerText: "Bonus time: ",
|
||||
display: "inline-block",
|
||||
tooltip: "You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by browser). " +
|
||||
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed."
|
||||
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.",
|
||||
});
|
||||
DomElems.overviewSkillPoints = createElement("p", {display:"block"});
|
||||
|
||||
@@ -1434,7 +1438,7 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
innerText:"Cancel", class:"a-link-button",
|
||||
clickListener:() => {
|
||||
removeElementById(popupId); return false;
|
||||
}
|
||||
},
|
||||
}))
|
||||
popupArguments.push(createElement("p", { // Info Text
|
||||
innerText:"Travel to a different city for your Bladeburner " +
|
||||
@@ -1456,12 +1460,12 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
removeElementById(popupId);
|
||||
inst.updateOverviewContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
})(this, i);
|
||||
}
|
||||
createPopup(popupId, popupArguments);
|
||||
}
|
||||
},
|
||||
}));
|
||||
|
||||
// Faction button
|
||||
@@ -1489,7 +1493,7 @@ Bladeburner.prototype.createOverviewContent = function() {
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -1522,14 +1526,14 @@ Bladeburner.prototype.createActionAndSkillsContent = function() {
|
||||
DomElems.currentTab = buttons[i].toLowerCase();
|
||||
inst.createActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}) (buttons, i, this, currTab);
|
||||
}
|
||||
|
||||
// General info/description for each action
|
||||
DomElems.actionsAndSkillsDesc = createElement("p", {
|
||||
display:"block", margin:"4px", padding:"4px"
|
||||
display:"block", margin:"4px", padding:"4px",
|
||||
});
|
||||
|
||||
// List for actions/skills
|
||||
@@ -1574,7 +1578,7 @@ Bladeburner.prototype.createGeneralActionsContent = function() {
|
||||
for (var actionName in GeneralActions) {
|
||||
if (GeneralActions.hasOwnProperty(actionName)) {
|
||||
DomElems.generalActions[actionName] = createElement("div", {
|
||||
class:"bladeburner-action", name:actionName
|
||||
class:"bladeburner-action", name:actionName,
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.generalActions[actionName]);
|
||||
}
|
||||
@@ -1596,7 +1600,7 @@ Bladeburner.prototype.createContractsContent = function() {
|
||||
for (var contractName in this.contracts) {
|
||||
if (this.contracts.hasOwnProperty(contractName)) {
|
||||
DomElems.contracts[contractName] = createElement("div", {
|
||||
class:"bladeburner-action", name:contractName
|
||||
class:"bladeburner-action", name:contractName,
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.contracts[contractName]);
|
||||
}
|
||||
@@ -1625,7 +1629,7 @@ Bladeburner.prototype.createOperationsContent = function() {
|
||||
for (var operationName in this.operations) {
|
||||
if (this.operations.hasOwnProperty(operationName)) {
|
||||
DomElems.operations[operationName] = createElement("div", {
|
||||
class:"bladeburner-action", name:operationName
|
||||
class:"bladeburner-action", name:operationName,
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.operations[operationName]);
|
||||
}
|
||||
@@ -1663,7 +1667,7 @@ Bladeburner.prototype.createBlackOpsContent = function() {
|
||||
for (var i = blackops.length-1; i >= 0 ; --i) {
|
||||
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
|
||||
DomElems.blackops[blackops[i].name] = createElement("div", {
|
||||
class:"bladeburner-action", name:blackops[i].name
|
||||
class:"bladeburner-action", name:blackops[i].name,
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
|
||||
}
|
||||
@@ -1746,7 +1750,7 @@ Bladeburner.prototype.createSkillsContent = function() {
|
||||
|
||||
// Skill Points
|
||||
DomElems.skillPointsDisplay = createElement("p", {
|
||||
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>"
|
||||
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>",
|
||||
});
|
||||
DomElems.actionAndSkillsDiv.appendChild(DomElems.skillPointsDisplay);
|
||||
|
||||
@@ -1754,7 +1758,7 @@ Bladeburner.prototype.createSkillsContent = function() {
|
||||
for (var skillName in Skills) {
|
||||
if (Skills.hasOwnProperty(skillName)) {
|
||||
DomElems.skills[skillName] = createElement("div", {
|
||||
class:"bladeburner-action", name:skillName
|
||||
class:"bladeburner-action", name:skillName,
|
||||
});
|
||||
DomElems.actionsAndSkillsList.appendChild(DomElems.skills[skillName]);
|
||||
}
|
||||
@@ -1898,7 +1902,7 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block",
|
||||
innerText:createProgressBarText({progress:progress})
|
||||
innerText:createProgressBarText({progress:progress}),
|
||||
}));
|
||||
} else {
|
||||
// Start button
|
||||
@@ -1911,13 +1915,13 @@ Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
|
||||
this.startAction(this.action);
|
||||
this.updateActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
appendLineBreaks(el, 2);
|
||||
el.appendChild(createElement("pre", { // Info
|
||||
innerHTML:action.desc, display:"inline-block"
|
||||
innerHTML:action.desc, display:"inline-block",
|
||||
}));
|
||||
|
||||
|
||||
@@ -1933,14 +1937,14 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(this.actionTimeToComplete, 0) + ")"
|
||||
: action.name,
|
||||
display:"inline-block"
|
||||
display:"inline-block",
|
||||
}));
|
||||
|
||||
if (isActive) { // Progress bar if its active
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block",
|
||||
innerText:createProgressBarText({progress:progress})
|
||||
innerText:createProgressBarText({progress:progress}),
|
||||
}));
|
||||
} else { // Start button
|
||||
el.appendChild(createElement("a", {
|
||||
@@ -1952,7 +1956,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
this.startAction(this.action);
|
||||
this.updateActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -1963,7 +1967,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
display:"inline-block",
|
||||
innerText:"Level: " + action.level + " / " + action.maxLevel,
|
||||
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel) + " successes " +
|
||||
"needed for next level"
|
||||
"needed for next level",
|
||||
}));
|
||||
el.appendChild(createElement("a", {
|
||||
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"↑",
|
||||
@@ -1975,7 +1979,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
if (isActive) {this.startAction(this.action);} // Restart Action
|
||||
this.updateContractsUIElement(el, action);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
el.appendChild(createElement("a", {
|
||||
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"↓",
|
||||
@@ -1987,7 +1991,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
if (isActive) {this.startAction(this.action);} // Restart Action
|
||||
this.updateContractsUIElement(el, action);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
|
||||
var actionTime = action.getActionTime(this);
|
||||
@@ -2007,7 +2011,7 @@ Bladeburner.prototype.updateContractsUIElement = function(el, action) {
|
||||
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
|
||||
el.appendChild(createElement("label", {
|
||||
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
|
||||
tooltip:"Automatically increase contract level when possible"
|
||||
tooltip:"Automatically increase contract level when possible",
|
||||
}));
|
||||
|
||||
const checkboxInput = createElement("input", {
|
||||
@@ -2031,14 +2035,14 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
formatNumber(this.actionTimeCurrent, 0) + " / " +
|
||||
formatNumber(this.actionTimeToComplete, 0) + ")"
|
||||
: action.name,
|
||||
display:"inline-block"
|
||||
display:"inline-block",
|
||||
}));
|
||||
|
||||
if (isActive) { // Progress bar if its active
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block",
|
||||
innerText:createProgressBarText({progress:progress})
|
||||
innerText:createProgressBarText({progress:progress}),
|
||||
}));
|
||||
} else { // Start button and set Team Size button
|
||||
el.appendChild(createElement("a", {
|
||||
@@ -2050,7 +2054,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
this.startAction(this.action);
|
||||
this.updateActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
el.appendChild(createElement("a", {
|
||||
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
|
||||
@@ -2061,7 +2065,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
innerText:"Enter the amount of team members you would like to take on these " +
|
||||
"operations. If you do not have the specified number of team members, " +
|
||||
"then as many as possible will be used. Note that team members may " +
|
||||
"be lost during operations."
|
||||
"be lost during operations.",
|
||||
|
||||
});
|
||||
var input = createElement("input", {
|
||||
@@ -2071,25 +2075,25 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
innerText:"Confirm", class:"a-link-button",
|
||||
clickListener:() => {
|
||||
var num = Math.round(parseFloat(input.value));
|
||||
if (isNaN(num)) {
|
||||
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric)")
|
||||
if (isNaN(num) || num < 0) {
|
||||
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
|
||||
} else {
|
||||
action.teamCount = num;
|
||||
this.updateOperationsUIElement(el, action);
|
||||
}
|
||||
removeElementById(popupId);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
var cancelBtn = createElement("a", {
|
||||
innerText:"Cancel", class:"a-link-button",
|
||||
clickListener:() => {
|
||||
removeElementById(popupId);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -2100,7 +2104,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
display:"inline-block",
|
||||
innerText:"Level: " + action.level + " / " + action.maxLevel,
|
||||
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel) + " successes " +
|
||||
"needed for next level"
|
||||
"needed for next level",
|
||||
}));
|
||||
el.appendChild(createElement("a", {
|
||||
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"↑",
|
||||
@@ -2112,7 +2116,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
if (isActive) {this.startAction(this.action);} // Restart Action
|
||||
this.updateOperationsUIElement(el, action);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
el.appendChild(createElement("a", {
|
||||
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"↓",
|
||||
@@ -2124,11 +2128,10 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
if (isActive) {this.startAction(this.action);} // Restart Action
|
||||
this.updateOperationsUIElement(el, action);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
|
||||
// General Info
|
||||
var difficulty = action.getDifficulty();
|
||||
var actionTime = action.getActionTime(this);
|
||||
appendLineBreaks(el, 2);
|
||||
el.appendChild(createElement("pre", {
|
||||
@@ -2146,7 +2149,7 @@ Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
|
||||
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
|
||||
el.appendChild(createElement("label", {
|
||||
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
|
||||
tooltip:"Automatically increase operation level when possible"
|
||||
tooltip:"Automatically increase operation level when possible",
|
||||
}));
|
||||
|
||||
const checkboxInput = createElement("input", {
|
||||
@@ -2166,7 +2169,6 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
var isActive = el.classList.contains(ActiveActionCssClass);
|
||||
var isCompleted = (this.blackops[action.name] != null);
|
||||
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
|
||||
var difficulty = action.getDifficulty();
|
||||
var actionTime = action.getActionTime(this);
|
||||
var hasReqdRank = this.rank >= action.reqdRank;
|
||||
|
||||
@@ -2190,7 +2192,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
var progress = this.actionTimeCurrent / this.actionTimeToComplete;
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block",
|
||||
innerText:createProgressBarText({progress:progress})
|
||||
innerText:createProgressBarText({progress:progress}),
|
||||
}));
|
||||
} else {
|
||||
el.appendChild(createElement("a", { // Start button
|
||||
@@ -2202,7 +2204,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
this.startAction(this.action);
|
||||
this.updateActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
el.appendChild(createElement("a", { // Set Team Size Button
|
||||
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
|
||||
@@ -2213,7 +2215,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
innerText:"Enter the amount of team members you would like to take on this " +
|
||||
"BlackOp. If you do not have the specified number of team members, " +
|
||||
"then as many as possible will be used. Note that team members may " +
|
||||
"be lost during operations."
|
||||
"be lost during operations.",
|
||||
|
||||
});
|
||||
var input = createElement("input", {
|
||||
@@ -2223,25 +2225,25 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
innerText:"Confirm", class:"a-link-button",
|
||||
clickListener:() => {
|
||||
var num = Math.round(parseFloat(input.value));
|
||||
if (isNaN(num)) {
|
||||
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric)")
|
||||
if (isNaN(num) || num < 0) {
|
||||
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
|
||||
} else {
|
||||
action.teamCount = num;
|
||||
this.updateBlackOpsUIElement(el, action);
|
||||
}
|
||||
removeElementById(popupId);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
var cancelBtn = createElement("a", {
|
||||
innerText:"Cancel", class:"a-link-button",
|
||||
clickListener:() => {
|
||||
removeElementById(popupId);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
|
||||
}
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
@@ -2253,7 +2255,7 @@ Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
|
||||
}));
|
||||
el.appendChild(createElement("p", {
|
||||
display:"block", color:hasReqdRank ? "white" : "red",
|
||||
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>"
|
||||
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>",
|
||||
}));
|
||||
el.appendChild(createElement("p", {
|
||||
display:"inline-block",
|
||||
@@ -2293,7 +2295,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
|
||||
this.upgradeSkill(skill);
|
||||
this.createActionAndSkillsContent();
|
||||
return false;
|
||||
}
|
||||
},
|
||||
}));
|
||||
appendLineBreaks(el, 2);
|
||||
el.appendChild(createElement("p", {
|
||||
@@ -2303,7 +2305,7 @@ Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
|
||||
if (maxLvl) {
|
||||
el.appendChild(createElement("p", {
|
||||
color:"red", display:"block",
|
||||
innerText:"MAX LEVEL"
|
||||
innerText:"MAX LEVEL",
|
||||
}));
|
||||
} else {
|
||||
el.appendChild(createElement("p", {
|
||||
@@ -2504,7 +2506,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
|
||||
case "gen":
|
||||
if (GeneralActions[val] != null) {
|
||||
var action = new ActionIdentifier({
|
||||
type:ActionTypes[val], name:val
|
||||
type:ActionTypes[val], name:val,
|
||||
});
|
||||
if (highLow) {
|
||||
this.automateActionHigh = action;
|
||||
@@ -2520,7 +2522,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
|
||||
case "contracts":
|
||||
if (this.contracts[val] != null) {
|
||||
var action = new ActionIdentifier({
|
||||
type:ActionTypes.Contract, name:val
|
||||
type:ActionTypes.Contract, name:val,
|
||||
});
|
||||
if (highLow) {
|
||||
this.automateActionHigh = action;
|
||||
@@ -2538,7 +2540,7 @@ Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
|
||||
case "operation":
|
||||
if (this.operations[val] != null) {
|
||||
var action = new ActionIdentifier({
|
||||
type:ActionTypes.Operation, name:val
|
||||
type:ActionTypes.Operation, name:val,
|
||||
});
|
||||
if (highLow) {
|
||||
this.automateActionHigh = action;
|
||||
@@ -3206,8 +3208,8 @@ Bladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, worker
|
||||
return -1;
|
||||
}
|
||||
|
||||
const sanitizedSize = Math.round(size);
|
||||
if (isNaN(sanitizedSize)) {
|
||||
let sanitizedSize = Math.round(size);
|
||||
if (isNaN(sanitizedSize) || sanitizedSize < 0) {
|
||||
workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`);
|
||||
return -1;
|
||||
}
|
||||
|
||||
@@ -3,21 +3,20 @@ import { getRandomInt } from "../../utils/helpers/getRandomInt";
|
||||
import { addOffset } from "../../utils/helpers/addOffset";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
import { BladeburnerConstants } from "./data/Constants";
|
||||
// import { Contract } from "./Contract";
|
||||
// import { Operation } from "./Operation";
|
||||
// import { BlackOperation } from "./BlackOperation";
|
||||
import { IBladeburner } from "./IBladeburner";
|
||||
import { IAction, ISuccessChanceParams } from "./IAction";
|
||||
|
||||
class StatsMultiplier {
|
||||
hack: number = 0;
|
||||
str: number = 0;
|
||||
def: number = 0;
|
||||
dex: number = 0;
|
||||
agi: number = 0;
|
||||
cha: number = 0;
|
||||
int: number = 0;
|
||||
|
||||
[key: string]: number;
|
||||
};
|
||||
|
||||
hack = 0;
|
||||
str = 0;
|
||||
def = 0;
|
||||
dex = 0;
|
||||
agi = 0;
|
||||
cha = 0;
|
||||
int = 0;
|
||||
}
|
||||
|
||||
export interface IActionParams {
|
||||
name?: string;
|
||||
@@ -43,32 +42,32 @@ export interface IActionParams {
|
||||
teamCount?: number;
|
||||
}
|
||||
|
||||
export class Action {
|
||||
name: string = "";
|
||||
desc: string = "";
|
||||
export class Action implements IAction {
|
||||
name = "";
|
||||
desc = "";
|
||||
|
||||
// Difficulty scales with level. See getDifficulty() method
|
||||
level: number = 1;
|
||||
maxLevel: number = 1;
|
||||
autoLevel: boolean = true;
|
||||
baseDifficulty: number = 100;
|
||||
difficultyFac: number = 1.01;
|
||||
level = 1;
|
||||
maxLevel = 1;
|
||||
autoLevel = true;
|
||||
baseDifficulty = 100;
|
||||
difficultyFac = 1.01;
|
||||
|
||||
// Rank increase/decrease is affected by this exponent
|
||||
rewardFac: number = 1.02;
|
||||
rewardFac = 1.02;
|
||||
|
||||
successes: number = 0;
|
||||
failures: number = 0;
|
||||
successes = 0;
|
||||
failures = 0;
|
||||
|
||||
// All of these scale with level/difficulty
|
||||
rankGain: number = 0;
|
||||
rankLoss: number = 0;
|
||||
hpLoss: number = 0;
|
||||
hpLost: number = 0;
|
||||
rankGain = 0;
|
||||
rankLoss = 0;
|
||||
hpLoss = 0;
|
||||
hpLost = 0;
|
||||
|
||||
// Action Category. Current categories are stealth and kill
|
||||
isStealth: boolean = false;
|
||||
isKill: boolean = false;
|
||||
isStealth = false;
|
||||
isKill = false;
|
||||
|
||||
/**
|
||||
* Number of this contract remaining, and its growth rate
|
||||
@@ -81,7 +80,7 @@ export class Action {
|
||||
weights: StatsMultiplier = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7};
|
||||
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
|
||||
decays: StatsMultiplier = { hack: 0.9, str: 0.9, def: 0.9, dex: 0.9, agi: 0.9, cha: 0.9, int: 0.9 };
|
||||
teamCount: number = 0;
|
||||
teamCount = 0;
|
||||
|
||||
// Base Class for Contracts, Operations, and BlackOps
|
||||
constructor(params: IActionParams| null = null) { // | null = null
|
||||
@@ -138,7 +137,7 @@ export class Action {
|
||||
* Tests for success. Should be called when an action has completed
|
||||
* @param inst {Bladeburner} - Bladeburner instance
|
||||
*/
|
||||
attempt(inst: any): boolean {
|
||||
attempt(inst: IBladeburner): boolean {
|
||||
return (Math.random() < this.getSuccessChance(inst));
|
||||
}
|
||||
|
||||
@@ -147,7 +146,7 @@ export class Action {
|
||||
return 1;
|
||||
}
|
||||
|
||||
getActionTime(inst: any): number {
|
||||
getActionTime(inst: IBladeburner): number {
|
||||
const difficulty = this.getDifficulty();
|
||||
let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;
|
||||
const skillFac = inst.skillMultipliers.actionTime; // Always < 1
|
||||
@@ -165,15 +164,15 @@ export class Action {
|
||||
}
|
||||
|
||||
// For actions that have teams. To be implemented by subtypes.
|
||||
getTeamSuccessBonus(inst: any): number {
|
||||
getTeamSuccessBonus(inst: IBladeburner): number {
|
||||
return 1;
|
||||
}
|
||||
|
||||
getActionTypeSkillSuccessBonus(inst: any): number {
|
||||
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
|
||||
return 1;
|
||||
}
|
||||
|
||||
getChaosCompetencePenalty(inst: any, params: any): number {
|
||||
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number {
|
||||
const city = inst.getCurrentCity();
|
||||
if (params.est) {
|
||||
return Math.pow((city.popEst / BladeburnerConstants.PopulationThreshold), BladeburnerConstants.PopulationExponent);
|
||||
@@ -182,7 +181,7 @@ export class Action {
|
||||
}
|
||||
}
|
||||
|
||||
getChaosDifficultyBonus(inst: any, params: any): number {
|
||||
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
|
||||
const city = inst.getCurrentCity();
|
||||
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
|
||||
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
|
||||
@@ -198,14 +197,14 @@ export class Action {
|
||||
* @params - options:
|
||||
* est (bool): Get success chance estimate instead of real success chance
|
||||
*/
|
||||
getSuccessChance(inst: any, params: any={}) {
|
||||
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams={est: false}): number {
|
||||
if (inst == null) {throw new Error("Invalid Bladeburner instance passed into Action.getSuccessChance");}
|
||||
let difficulty = this.getDifficulty();
|
||||
let competence = 0;
|
||||
for (let stat in this.weights) {
|
||||
for (const stat in this.weights) {
|
||||
if (this.weights.hasOwnProperty(stat)) {
|
||||
let playerStatLvl = Player.queryStatFromString(stat);
|
||||
let key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
|
||||
const playerStatLvl = Player.queryStatFromString(stat);
|
||||
const key = "eff" + stat.charAt(0).toUpperCase() + stat.slice(1);
|
||||
let effMultiplier = inst.skillMultipliers[key];
|
||||
if (effMultiplier == null) {
|
||||
console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);
|
||||
@@ -220,7 +219,7 @@ export class Action {
|
||||
competence *= this.getTeamSuccessBonus(inst);
|
||||
|
||||
competence *= this.getChaosCompetencePenalty(inst, params);
|
||||
difficulty *= this.getChaosDifficultyBonus(inst, params);
|
||||
difficulty *= this.getChaosDifficultyBonus(inst);
|
||||
|
||||
if(this.name == "Raid" && inst.getCurrentCity().comms <= 0) {
|
||||
return 0;
|
||||
@@ -253,18 +252,14 @@ export class Action {
|
||||
}
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Action {
|
||||
return Generic_fromJSON(Action, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Action", this);
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Action {
|
||||
return Generic_fromJSON(Action, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reviver.constructors.Action = Action;
|
||||
@@ -13,21 +13,22 @@ export class BlackOperation extends Operation {
|
||||
return 1.5;
|
||||
}
|
||||
|
||||
getChaosCompetencePenalty(inst: any, params: any): number {
|
||||
getChaosCompetencePenalty(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
|
||||
return 1;
|
||||
}
|
||||
|
||||
getChaosDifficultyBonus(inst: any, params: any): number {
|
||||
getChaosDifficultyBonus(/*inst: IBladeburner, params: ISuccessChanceParams*/): number {
|
||||
return 1;
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Operation {
|
||||
return Generic_fromJSON(BlackOperation, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("BlackOperation", this);
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Operation {
|
||||
return Generic_fromJSON(BlackOperation, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.BlackOperation = BlackOperation;
|
||||
@@ -16,12 +16,12 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:50, rankLoss:10, hpLoss:100,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Zero"] = new BlackOperation({
|
||||
name:"Operation Zero",
|
||||
desc:"AeroCorp is one of the world's largest defense contractors. " +
|
||||
"It's leader, Steve Watataki, is thought to be a supporter of " +
|
||||
"Its leader, Steve Watataki, is thought to be a supporter of " +
|
||||
"Synthoid rights. He must be removed.<br><br>" +
|
||||
"The goal of Operation Zero is to covertly infiltrate AeroCorp and " +
|
||||
"uncover any incriminating evidence or " +
|
||||
@@ -33,7 +33,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:60, rankLoss:15, hpLoss:50,
|
||||
weights:{hack:0.2,str:0.15,def:0.15,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
BlackOperations["Operation X"] = new BlackOperation({
|
||||
name:"Operation X",
|
||||
@@ -52,7 +52,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:75, rankLoss:15, hpLoss:100,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Titan"] = new BlackOperation({
|
||||
name:"Operation Titan",
|
||||
@@ -70,7 +70,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:100, rankLoss:20, hpLoss:100,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Ares"] = new BlackOperation({
|
||||
name:"Operation Ares",
|
||||
@@ -84,7 +84,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:125, rankLoss:20, hpLoss:200,
|
||||
weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},
|
||||
decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Archangel"] = new BlackOperation({
|
||||
name:"Operation Archangel",
|
||||
@@ -152,7 +152,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:750, rankLoss:60, hpLoss:1000,
|
||||
weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Deckard"] = new BlackOperation({
|
||||
name:"Operation Deckard",
|
||||
@@ -202,7 +202,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:2e3, rankLoss:150, hpLoss:1500,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Shoulder of Orion"] = new BlackOperation({
|
||||
name:"Operation Shoulder of Orion",
|
||||
@@ -218,7 +218,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:2.5e3, rankLoss:500, hpLoss:1500,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
BlackOperations["Operation Hyron"] = new BlackOperation({
|
||||
name:"Operation Hyron",
|
||||
@@ -240,7 +240,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:3e3, rankLoss:1e3, hpLoss:500,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Morpheus"] = new BlackOperation({
|
||||
name:"Operation Morpheus",
|
||||
@@ -257,7 +257,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:4e3, rankLoss:1e3, hpLoss:100,
|
||||
weights:{hack:0.05,str:0.15,def:0.15,dex:0.3,agi:0.3,cha:0, int:0.05},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isStealth:true
|
||||
isStealth:true,
|
||||
});
|
||||
BlackOperations["Operation Ion Storm"] = new BlackOperation({
|
||||
name:"Operation Ion Storm",
|
||||
@@ -272,7 +272,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:5e3, rankLoss:1e3, hpLoss:5000,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Annihilus"] = new BlackOperation({
|
||||
name:"Operation Annihilus",
|
||||
@@ -286,7 +286,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:7.5e3, rankLoss:1e3, hpLoss:10e3,
|
||||
weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Ultron"] = new BlackOperation({
|
||||
name:"Operation Ultron",
|
||||
@@ -306,7 +306,7 @@ export const BlackOperations: IMap<BlackOperation> = {};
|
||||
rankGain:10e3, rankLoss:2e3, hpLoss:10e3,
|
||||
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
|
||||
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},
|
||||
isKill:true
|
||||
isKill:true,
|
||||
});
|
||||
BlackOperations["Operation Centurion"] = new BlackOperation({
|
||||
name:"Operation Centurion",
|
||||
|
||||
@@ -5,13 +5,13 @@ import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviv
|
||||
import { addOffset } from "../../utils/helpers/addOffset";
|
||||
|
||||
export class ChangePopulationByCountParams {
|
||||
estChange: number = 0;
|
||||
estOffset: number = 0;
|
||||
estChange = 0;
|
||||
estOffset = 0;
|
||||
}
|
||||
|
||||
export class ChangePopulationByPercentageParams {
|
||||
nonZero: boolean = false;
|
||||
changeEstEqually: boolean = false;
|
||||
nonZero = false;
|
||||
changeEstEqually = false;
|
||||
}
|
||||
|
||||
export class City {
|
||||
@@ -19,32 +19,32 @@ export class City {
|
||||
/**
|
||||
* Name of the city.
|
||||
*/
|
||||
name: string = "";
|
||||
name = "";
|
||||
|
||||
/**
|
||||
* Population of the city.
|
||||
*/
|
||||
pop: number = 0;
|
||||
pop = 0;
|
||||
|
||||
/**
|
||||
* Population estimation of the city.
|
||||
*/
|
||||
popEst: number = 0;
|
||||
popEst = 0;
|
||||
|
||||
/**
|
||||
* Number of communities in the city.
|
||||
*/
|
||||
comms: number = 0;
|
||||
comms = 0;
|
||||
|
||||
/**
|
||||
* Estimated number of communities in the city.
|
||||
*/
|
||||
commsEst: number = 0;
|
||||
commsEst = 0;
|
||||
|
||||
/**
|
||||
* Chaos level of the city.
|
||||
*/
|
||||
chaos: number = 0;
|
||||
chaos = 0;
|
||||
|
||||
constructor(name: string = BladeburnerConstants.CityNames[2]) {
|
||||
this.name = name;
|
||||
@@ -84,7 +84,7 @@ export class City {
|
||||
/**
|
||||
* p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)
|
||||
*/
|
||||
improvePopulationEstimateByPercentage(p: number, skillMult: number=1): void {
|
||||
improvePopulationEstimateByPercentage(p: number, skillMult=1): void {
|
||||
p = p*skillMult;
|
||||
if (isNaN(p)) {throw new Error("NaN passed into City.improvePopulationEstimateByPercentage()");}
|
||||
if (this.popEst < this.pop) {
|
||||
@@ -97,7 +97,7 @@ export class City {
|
||||
}
|
||||
}
|
||||
|
||||
improveCommunityEstimate(n: number=1): void {
|
||||
improveCommunityEstimate(n=1): void {
|
||||
if (isNaN(n)) {throw new Error("NaN passed into City.improveCommunityEstimate()");}
|
||||
if (this.commsEst < this.comms) {
|
||||
this.commsEst += n;
|
||||
@@ -154,19 +154,20 @@ export class City {
|
||||
if (this.chaos < 0) {this.chaos = 0;}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiatizes a City object from a JSON save state.
|
||||
*/
|
||||
static fromJSON(value: any): City {
|
||||
return Generic_fromJSON(City, value.data);
|
||||
}
|
||||
|
||||
/**
|
||||
* Serialize the current object to a JSON save state.
|
||||
*/
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("City", this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiatizes a City object from a JSON save state.
|
||||
*/
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): City {
|
||||
return Generic_fromJSON(City, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.City = City;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// import { BladeburnerConstants } from "./data/Constants";
|
||||
import { IBladeburner } from "./IBladeburner";
|
||||
import { Action, IActionParams } from "./Action";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
@@ -8,17 +8,18 @@ export class Contract extends Action {
|
||||
super(params);
|
||||
}
|
||||
|
||||
getActionTypeSkillSuccessBonus(inst: any): number {
|
||||
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
|
||||
return inst.skillMultipliers.successChanceContract;
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Contract {
|
||||
return Generic_fromJSON(Contract, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Contract", this);
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Contract {
|
||||
return Generic_fromJSON(Contract, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Contract = Contract;
|
||||
@@ -11,7 +11,7 @@ export const GeneralActions: IMap<Action> = {};
|
||||
name:actionName,
|
||||
desc:"Improve your abilities at the Bladeburner unit's specialized training " +
|
||||
"center. Doing this gives experience for all combat stats and also " +
|
||||
"increases your max stamina."
|
||||
"increases your max stamina.",
|
||||
});
|
||||
|
||||
actionName = "Field Analysis";
|
||||
@@ -21,7 +21,7 @@ export const GeneralActions: IMap<Action> = {};
|
||||
"Bladeburner's unit intelligence on Synthoid locations and " +
|
||||
"activities. Completing this action will improve the accuracy " +
|
||||
"of your Synthoid population estimated in the current city.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
"Does NOT require stamina.",
|
||||
});
|
||||
|
||||
actionName = "Recruitment";
|
||||
@@ -29,7 +29,7 @@ export const GeneralActions: IMap<Action> = {};
|
||||
name:actionName,
|
||||
desc:"Attempt to recruit members for your Bladeburner team. These members " +
|
||||
"can help you conduct operations.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
"Does NOT require stamina.",
|
||||
});
|
||||
|
||||
actionName = "Diplomacy";
|
||||
@@ -37,7 +37,7 @@ export const GeneralActions: IMap<Action> = {};
|
||||
name: actionName,
|
||||
desc: "Improve diplomatic relations with the Synthoid population. " +
|
||||
"Completing this action will reduce the Chaos level in your current city.<br><br>" +
|
||||
"Does NOT require stamina."
|
||||
"Does NOT require stamina.",
|
||||
});
|
||||
|
||||
actionName = "Hyperbolic Regeneration Chamber";
|
||||
|
||||
71
src/Bladeburner/IAction.ts
Normal file
71
src/Bladeburner/IAction.ts
Normal file
@@ -0,0 +1,71 @@
|
||||
import { IBladeburner } from "./IBladeburner";
|
||||
|
||||
export interface IStatsMultiplier {
|
||||
[key: string]: number;
|
||||
|
||||
hack: number;
|
||||
str: number;
|
||||
def: number;
|
||||
dex: number;
|
||||
agi: number;
|
||||
cha: number;
|
||||
int: number;
|
||||
}
|
||||
|
||||
export interface ISuccessChanceParams {
|
||||
est: boolean;
|
||||
}
|
||||
|
||||
export interface IAction {
|
||||
name: string;
|
||||
desc: string;
|
||||
|
||||
// Difficulty scales with level. See getDifficulty() method
|
||||
level: number;
|
||||
maxLevel: number;
|
||||
autoLevel: boolean;
|
||||
baseDifficulty: number;
|
||||
difficultyFac: number;
|
||||
|
||||
// Rank increase/decrease is affected by this exponent
|
||||
rewardFac: number;
|
||||
|
||||
successes: number;
|
||||
failures: number;
|
||||
|
||||
// All of these scale with level/difficulty
|
||||
rankGain: number;
|
||||
rankLoss: number;
|
||||
hpLoss: number;
|
||||
hpLost: number;
|
||||
|
||||
// Action Category. Current categories are stealth and kill
|
||||
isStealth: boolean;
|
||||
isKill: boolean;
|
||||
|
||||
/**
|
||||
* Number of this contract remaining, and its growth rate
|
||||
* Growth rate is an integer and the count will increase by that integer every "cycle"
|
||||
*/
|
||||
count: number;
|
||||
countGrowth: number;
|
||||
|
||||
// Weighting of each stat in determining action success rate
|
||||
weights: IStatsMultiplier;
|
||||
// Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)
|
||||
decays: IStatsMultiplier;
|
||||
teamCount: number;
|
||||
|
||||
getDifficulty(): number;
|
||||
attempt(inst: IBladeburner): boolean;
|
||||
getActionTimePenalty(): number;
|
||||
getActionTime(inst: IBladeburner): number;
|
||||
getTeamSuccessBonus(inst: IBladeburner): number;
|
||||
getActionTypeSkillSuccessBonus(inst: IBladeburner): number;
|
||||
getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number;
|
||||
getChaosDifficultyBonus(inst: IBladeburner): number;
|
||||
getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams): number;
|
||||
getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number;
|
||||
setMaxLevel(baseSuccessesPerLevel: number): void;
|
||||
toJSON(): any;
|
||||
}
|
||||
4
src/Bladeburner/IActionIdentifier.ts
Normal file
4
src/Bladeburner/IActionIdentifier.ts
Normal file
@@ -0,0 +1,4 @@
|
||||
export interface IActionIdentifier {
|
||||
name: string;
|
||||
type: string;
|
||||
}
|
||||
39
src/Bladeburner/IBladeburner.ts
Normal file
39
src/Bladeburner/IBladeburner.ts
Normal file
@@ -0,0 +1,39 @@
|
||||
import { IActionIdentifier } from "./IActionIdentifier";
|
||||
import { City } from "./City";
|
||||
|
||||
export interface IBladeburner {
|
||||
numHosp: number;
|
||||
moneyLost: number;
|
||||
rank: number;
|
||||
maxRank: number;
|
||||
skillPoints: number;
|
||||
totalSkillPoints: number;
|
||||
teamSize: number;
|
||||
teamLost: number;
|
||||
storedCycles: number;
|
||||
randomEventCounter: number;
|
||||
actionTimeToComplete: number;
|
||||
actionTimeCurrent: number;
|
||||
action: IActionIdentifier;
|
||||
cities: any;
|
||||
city: string;
|
||||
skills: any;
|
||||
skillMultipliers: any;
|
||||
staminaBonus: number;
|
||||
maxStamina: number;
|
||||
stamina: number;
|
||||
contracts: any;
|
||||
operations: any;
|
||||
blackops: any;
|
||||
logging: any;
|
||||
automateEnabled: boolean;
|
||||
automateActionHigh: number;
|
||||
automateThreshHigh: number;
|
||||
automateActionLow: number;
|
||||
automateThreshLow: number;
|
||||
consoleHistory: string[];
|
||||
consoleLogs: string[];
|
||||
|
||||
getCurrentCity(): City;
|
||||
calculateStaminaPenalty(): number;
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
import { IBladeburner } from "./IBladeburner";
|
||||
import { BladeburnerConstants } from "./data/Constants";
|
||||
import { Action, IActionParams } from "./Action";
|
||||
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
|
||||
@@ -8,8 +9,8 @@ export interface IOperationParams extends IActionParams {
|
||||
}
|
||||
|
||||
export class Operation extends Action {
|
||||
reqdRank: number = 100;
|
||||
teamCount: number = 0;
|
||||
reqdRank = 100;
|
||||
teamCount = 0;
|
||||
|
||||
constructor(params: IOperationParams | null = null) {
|
||||
super(params);
|
||||
@@ -18,38 +19,39 @@ export class Operation extends Action {
|
||||
}
|
||||
|
||||
// For actions that have teams. To be implemented by subtypes.
|
||||
getTeamSuccessBonus(inst: any): number {
|
||||
getTeamSuccessBonus(inst: IBladeburner): number {
|
||||
if (this.teamCount && this.teamCount > 0) {
|
||||
this.teamCount = Math.min(this.teamCount, inst.teamSize);
|
||||
let teamMultiplier = Math.pow(this.teamCount, 0.05);
|
||||
const teamMultiplier = Math.pow(this.teamCount, 0.05);
|
||||
return teamMultiplier;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
getActionTypeSkillSuccessBonus(inst: any): number {
|
||||
getActionTypeSkillSuccessBonus(inst: IBladeburner): number {
|
||||
return inst.skillMultipliers.successChanceOperation;
|
||||
}
|
||||
|
||||
getChaosDifficultyBonus(inst: any, params: any): number {
|
||||
getChaosDifficultyBonus(inst: IBladeburner/*, params: ISuccessChanceParams*/): number {
|
||||
const city = inst.getCurrentCity();
|
||||
if (city.chaos > BladeburnerConstants.ChaosThreshold) {
|
||||
let diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
|
||||
let mult = Math.pow(diff, 0.1);
|
||||
const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
|
||||
const mult = Math.pow(diff, 0.1);
|
||||
return mult;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static fromJSON(value: any): Operation {
|
||||
return Generic_fromJSON(Operation, value.data);
|
||||
}
|
||||
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Operation", this);
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Operation {
|
||||
return Generic_fromJSON(Operation, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Operation = Operation;
|
||||
@@ -33,36 +33,36 @@ export class Skill {
|
||||
name: string;
|
||||
desc: string;
|
||||
// Cost is in Skill Points
|
||||
baseCost: number = 1;
|
||||
baseCost = 1;
|
||||
// Additive cost increase per level
|
||||
costInc: number = 1;
|
||||
maxLvl: number = 0;
|
||||
costInc = 1;
|
||||
maxLvl = 0;
|
||||
|
||||
/**
|
||||
* These benefits are additive. So total multiplier will be level (handled externally) times the
|
||||
* effects below
|
||||
*/
|
||||
successChanceAll: number = 0;
|
||||
successChanceStealth: number = 0;
|
||||
successChanceKill: number = 0;
|
||||
successChanceContract: number = 0;
|
||||
successChanceOperation: number = 0;
|
||||
successChanceAll = 0;
|
||||
successChanceStealth = 0;
|
||||
successChanceKill = 0;
|
||||
successChanceContract = 0;
|
||||
successChanceOperation = 0;
|
||||
|
||||
/**
|
||||
* This multiplier affects everything that increases synthoid population/community estimate
|
||||
* e.g. Field analysis, Investigation Op, Undercover Op
|
||||
*/
|
||||
successChanceEstimate: number = 0;
|
||||
actionTime: number = 0;
|
||||
effHack: number = 0;
|
||||
effStr: number = 0;
|
||||
effDef: number = 0;
|
||||
effDex: number = 0;
|
||||
effAgi: number = 0;
|
||||
effCha: number = 0;
|
||||
stamina: number = 0;
|
||||
money: number = 0;
|
||||
expGain: number = 0;
|
||||
successChanceEstimate = 0;
|
||||
actionTime = 0;
|
||||
effHack = 0;
|
||||
effStr = 0;
|
||||
effDef = 0;
|
||||
effDex = 0;
|
||||
effAgi = 0;
|
||||
effCha = 0;
|
||||
stamina = 0;
|
||||
money = 0;
|
||||
expGain = 0;
|
||||
|
||||
constructor(params: ISkillParams={name:"foo", desc:"foo"}) {
|
||||
if (!params.name) {
|
||||
|
||||
@@ -10,55 +10,55 @@ export const Skills: IMap<Skill> = {};
|
||||
desc:"Each level of this skill increases your success chance " +
|
||||
"for all Contracts, Operations, and BlackOps by 3%",
|
||||
baseCost: 3, costInc: 2.1,
|
||||
successChanceAll:3
|
||||
successChanceAll:3,
|
||||
});
|
||||
Skills[SkillNames.Cloak] = new Skill({
|
||||
name:SkillNames.Cloak,
|
||||
desc:"Each level of this skill increases your " +
|
||||
"success chance in stealth-related Contracts, Operations, and BlackOps by 5.5%",
|
||||
baseCost: 2, costInc: 1.1,
|
||||
successChanceStealth:5.5
|
||||
successChanceStealth:5.5,
|
||||
});
|
||||
Skills[SkillNames.ShortCircuit] = new Skill({
|
||||
name:SkillNames.ShortCircuit,
|
||||
desc:"Each level of this skill increases your success chance " +
|
||||
"in Contracts, Operations, and BlackOps that involve retirement by 5.5%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceKill:5.5
|
||||
successChanceKill:5.5,
|
||||
});
|
||||
Skills[SkillNames.DigitalObserver] = new Skill({
|
||||
name:SkillNames.DigitalObserver,
|
||||
desc:"Each level of this skill increases your success chance in " +
|
||||
"all Operations and BlackOps by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceOperation:4
|
||||
successChanceOperation:4,
|
||||
});
|
||||
Skills[SkillNames.Tracer] = new Skill({
|
||||
name:SkillNames.Tracer,
|
||||
desc:"Each level of this skill increases your success chance in " +
|
||||
"all Contracts by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
successChanceContract:4
|
||||
successChanceContract:4,
|
||||
});
|
||||
Skills[SkillNames.Overclock] = new Skill({
|
||||
name:SkillNames.Overclock,
|
||||
desc:"Each level of this skill decreases the time it takes " +
|
||||
"to attempt a Contract, Operation, and BlackOp by 1% (Max Level: 90)",
|
||||
baseCost: 3, costInc: 1.4, maxLvl: 90,
|
||||
actionTime:1
|
||||
actionTime:1,
|
||||
});
|
||||
Skills[SkillNames.Reaper] = new Skill({
|
||||
name: SkillNames.Reaper,
|
||||
desc: "Each level of this skill increases your effective combat stats for Bladeburner actions by 2%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
effStr: 2, effDef: 2, effDex: 2, effAgi: 2
|
||||
effStr: 2, effDef: 2, effDex: 2, effAgi: 2,
|
||||
});
|
||||
Skills[SkillNames.EvasiveSystem] = new Skill({
|
||||
name:SkillNames.EvasiveSystem,
|
||||
desc:"Each level of this skill increases your effective " +
|
||||
"dexterity and agility for Bladeburner actions by 4%",
|
||||
baseCost: 2, costInc: 2.1,
|
||||
effDex: 4, effAgi: 4
|
||||
effDex: 4, effAgi: 4,
|
||||
});
|
||||
Skills[SkillNames.Datamancer] = new Skill({
|
||||
name:SkillNames.Datamancer,
|
||||
@@ -67,13 +67,13 @@ export const Skills: IMap<Skill> = {};
|
||||
"This affects all actions that can potentially increase " +
|
||||
"the accuracy of your synthoid population/community estimates.",
|
||||
baseCost:3, costInc:1,
|
||||
successChanceEstimate:5
|
||||
successChanceEstimate:5,
|
||||
});
|
||||
Skills[SkillNames.CybersEdge] = new Skill({
|
||||
name:SkillNames.CybersEdge,
|
||||
desc:"Each level of this skill increases your max stamina by 2%",
|
||||
baseCost:1, costInc:3,
|
||||
stamina:2
|
||||
stamina:2,
|
||||
});
|
||||
Skills[SkillNames.HandsOfMidas] = new Skill({
|
||||
name: SkillNames.HandsOfMidas,
|
||||
|
||||
@@ -1,4 +1,14 @@
|
||||
export const ConsoleHelpText: {} = {
|
||||
export const ConsoleHelpText: {
|
||||
helpList: string[];
|
||||
automate: string[];
|
||||
clear: string[];
|
||||
cls: string[];
|
||||
help: string[];
|
||||
log: string[];
|
||||
skill: string[];
|
||||
start: string[];
|
||||
stop: string[];
|
||||
} = {
|
||||
helpList: [
|
||||
"Use 'help [command]' to get more information about a particular Bladeburner console command.",
|
||||
"",
|
||||
@@ -8,7 +18,7 @@ export const ConsoleHelpText: {} = {
|
||||
" log [en/dis] [type] Enable or disable logging for events and actions",
|
||||
" skill [action] [name] Level or display info about your Bladeburner skills",
|
||||
" start [type] [name] Start a Bladeburner action/task" ,
|
||||
" stop Stops your current Bladeburner action/task"
|
||||
" stop Stops your current Bladeburner action/task",
|
||||
],
|
||||
automate: [
|
||||
"automate [var] [val] [hi/low]",
|
||||
@@ -30,17 +40,17 @@ export const ConsoleHelpText: {} = {
|
||||
"Using the four console commands above will set the automation to perform Tracking contracts " +
|
||||
"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below " +
|
||||
"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must " +
|
||||
"exactly match whatever the name is in the UI."
|
||||
"exactly match whatever the name is in the UI.",
|
||||
],
|
||||
clear: [
|
||||
"clear",
|
||||
"",
|
||||
"Clears the console"
|
||||
"Clears the console",
|
||||
],
|
||||
cls: [
|
||||
"cls",
|
||||
"",
|
||||
"Clears the console"
|
||||
"Clears the console",
|
||||
],
|
||||
help: [
|
||||
"help [command]",
|
||||
@@ -51,7 +61,7 @@ export const ConsoleHelpText: {} = {
|
||||
"",
|
||||
" help automate",
|
||||
"",
|
||||
"will display specific information about using the automate console command"
|
||||
"will display specific information about using the automate console command",
|
||||
],
|
||||
log: [
|
||||
"log [en/dis] [type]",
|
||||
@@ -71,7 +81,7 @@ export const ConsoleHelpText: {} = {
|
||||
"Logging can be universally enabled/disabled using the 'all' keyword:",
|
||||
"",
|
||||
" log dis all",
|
||||
" log en all"
|
||||
" log en all",
|
||||
],
|
||||
skill: [
|
||||
"skill [action] [name]",
|
||||
@@ -91,7 +101,7 @@ export const ConsoleHelpText: {} = {
|
||||
"",
|
||||
"This console command can also be used to level up skills:",
|
||||
"",
|
||||
" skill level [skill name]"
|
||||
" skill level [skill name]",
|
||||
],
|
||||
start: [
|
||||
"start [type] [name]",
|
||||
@@ -106,11 +116,11 @@ export const ConsoleHelpText: {} = {
|
||||
"Examples:",
|
||||
"",
|
||||
" start contract Tracking",
|
||||
" start op 'Undercover Operation'"
|
||||
" start op 'Undercover Operation'",
|
||||
],
|
||||
stop:[
|
||||
"stop",
|
||||
"",
|
||||
"Stop your current action and go idle."
|
||||
"Stop your current action and go idle.",
|
||||
],
|
||||
}
|
||||
@@ -38,7 +38,7 @@ for (var i = blackops.length-1; i >= 0 ; --i) {
|
||||
|
||||
import * as React from "react";
|
||||
|
||||
export function BlackOperationsPage(inst: any): React.ReactElement {
|
||||
export function BlackOperationsPage(): React.ReactElement {
|
||||
// Put Black Operations in sequence of required rank
|
||||
const blackops = [];
|
||||
for (const name in BlackOperations) {
|
||||
@@ -55,9 +55,8 @@ export function BlackOperationsPage(inst: any): React.ReactElement {
|
||||
Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked successively by completing the one before it.<br /><br />
|
||||
<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.</b><br /><br />
|
||||
Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank losses.</p>
|
||||
{blackops.map( op =>
|
||||
<div className="bladeburner-action">
|
||||
</div>
|
||||
{blackops.map(() => <div className="bladeburner-action">
|
||||
</div>,
|
||||
)}
|
||||
</div>)
|
||||
}
|
||||
|
||||
424
src/Casino/Blackjack.tsx
Normal file
424
src/Casino/Blackjack.tsx
Normal file
@@ -0,0 +1,424 @@
|
||||
import * as React from "react";
|
||||
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { Game } from "./Game";
|
||||
import { Deck } from "./CardDeck/Deck";
|
||||
import { Hand } from "./CardDeck/Hand";
|
||||
import { InputAdornment } from "@material-ui/core";
|
||||
import { ReactCard } from "./CardDeck/ReactCard";
|
||||
import { MuiTextField } from "../ui/React/MuiTextField";
|
||||
import { MuiButton } from "../ui/React/MuiButton";
|
||||
import { MuiPaper } from "../ui/React/MuiPaper";
|
||||
|
||||
const MAX_BET = 100e6;
|
||||
|
||||
enum Result {
|
||||
Pending = "",
|
||||
PlayerWon = "You won!",
|
||||
PlayerWonByBlackjack = "You Won! Blackjack!",
|
||||
DealerWon = "You lost!",
|
||||
Tie = "Push! (Tie)",
|
||||
}
|
||||
|
||||
type Props = {
|
||||
p: IPlayer;
|
||||
}
|
||||
|
||||
type State ={
|
||||
playerHand: Hand;
|
||||
dealerHand: Hand;
|
||||
bet: number;
|
||||
betInput: string;
|
||||
gameInProgress: boolean;
|
||||
result: Result;
|
||||
gains: number; // Track gains only for this session
|
||||
wagerInvalid: boolean;
|
||||
wagerInvalidHelperText: string;
|
||||
}
|
||||
|
||||
export class Blackjack extends Game<Props, State> {
|
||||
|
||||
deck: Deck;
|
||||
|
||||
constructor(props: Props) {
|
||||
super(props);
|
||||
|
||||
this.deck = new Deck(5); // 5-deck multideck
|
||||
|
||||
const initialBet = 1e6;
|
||||
|
||||
this.state = {
|
||||
playerHand: new Hand([]),
|
||||
dealerHand: new Hand([]),
|
||||
bet: initialBet,
|
||||
betInput: String(initialBet),
|
||||
gameInProgress: false,
|
||||
result: Result.Pending,
|
||||
gains: 0,
|
||||
wagerInvalid: false,
|
||||
wagerInvalidHelperText: "",
|
||||
}
|
||||
}
|
||||
|
||||
canStartGame = (): boolean => {
|
||||
const { p } = this.props;
|
||||
const { bet } = this.state;
|
||||
|
||||
return p.canAfford(bet);
|
||||
}
|
||||
|
||||
startGame = (): void => {
|
||||
if (!this.canStartGame()) { return; }
|
||||
|
||||
// Take money from player right away so that player's dont just "leave" to avoid the loss (I mean they could
|
||||
// always reload without saving but w.e)
|
||||
this.props.p.loseMoney(this.state.bet);
|
||||
|
||||
const playerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
|
||||
const dealerHand = new Hand([ this.deck.safeDrawCard(), this.deck.safeDrawCard() ]);
|
||||
|
||||
this.setState({
|
||||
playerHand,
|
||||
dealerHand,
|
||||
gameInProgress: true,
|
||||
result: Result.Pending,
|
||||
});
|
||||
|
||||
// If the player is dealt a blackjack and the dealer is not, then the player
|
||||
// immediately wins
|
||||
if (this.getTrueHandValue(playerHand) === 21) {
|
||||
if (this.getTrueHandValue(dealerHand) === 21) {
|
||||
this.finishGame(Result.Tie);
|
||||
} else {
|
||||
this.finishGame(Result.PlayerWonByBlackjack);
|
||||
}
|
||||
} else if (this.getTrueHandValue(dealerHand) === 21) {
|
||||
// Check if dealer won by blackjack. We know at this point that the player does not also have blackjack.
|
||||
this.finishGame(Result.DealerWon);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns an array of numbers representing all possible values of the given Hand. The reason it needs to be
|
||||
// an array is because an Ace can count as both 1 and 11.
|
||||
getHandValue = (hand: Hand): number[] => {
|
||||
let result: number[] = [ 0 ];
|
||||
|
||||
for (let i = 0 ; i < hand.cards.length; ++i) {
|
||||
const value = hand.cards[i].value;
|
||||
if (value >= 10) {
|
||||
result = result.map((x) => x + 10);
|
||||
} else if (value === 1) {
|
||||
result = result.flatMap((x) => [ x + 1, x + 11 ]);
|
||||
} else {
|
||||
result = result.map((x) => x + value);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Returns the single hand value used for determine things like victory and whether or not
|
||||
// the dealer has to hit. Essentially this uses the biggest value that's 21 or under. If no such value exists,
|
||||
// then it means the hand is busted and we can just return whatever
|
||||
getTrueHandValue = (hand: Hand): number => {
|
||||
const handValues = this.getHandValue(hand);
|
||||
const valuesUnder21 = handValues.filter((x) => (x <= 21));
|
||||
|
||||
if (valuesUnder21.length > 0) {
|
||||
valuesUnder21.sort((a, b) => a - b);
|
||||
return valuesUnder21[valuesUnder21.length - 1];
|
||||
} else {
|
||||
// Just return the first value. It doesnt really matter anyways since hand is buted
|
||||
return handValues[0];
|
||||
}
|
||||
}
|
||||
|
||||
// Returns all hand values that are 21 or under. If no values are 21 or under, then the first value is returned.
|
||||
getHandDisplayValues = (hand: Hand): number[] => {
|
||||
const handValues = this.getHandValue(hand);
|
||||
if (this.isHandBusted(hand)) {
|
||||
// Hand is busted so just return the 1st value, doesn't really matter
|
||||
return [ ...new Set([ handValues[0] ]) ];
|
||||
} else {
|
||||
return [ ...new Set(handValues.filter((x) => x <= 21)) ];
|
||||
}
|
||||
}
|
||||
|
||||
isHandBusted = (hand: Hand): boolean => {
|
||||
return this.getTrueHandValue(hand) > 21;
|
||||
}
|
||||
|
||||
playerHit = (event: React.MouseEvent): void => {
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
const newHand = this.state.playerHand.addCards(this.deck.safeDrawCard());
|
||||
|
||||
this.setState({
|
||||
playerHand: newHand,
|
||||
});
|
||||
|
||||
// Check if player busted, and finish the game if so
|
||||
if (this.isHandBusted(newHand)) {
|
||||
this.finishGame(Result.DealerWon);
|
||||
}
|
||||
}
|
||||
|
||||
playerStay = (event: React.MouseEvent): void => {
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
// Determine if Dealer needs to hit. A dealer must hit if they have 16 or lower.
|
||||
// If the dealer has a Soft 17 (Ace + 6), then they stay.
|
||||
let newDealerHand = this.state.dealerHand;
|
||||
while (true) {
|
||||
// The dealer's "true" hand value is the 2nd one if its 21 or less (the 2nd value is always guaranteed
|
||||
// to be equal or larger). Otherwise its the 1st.
|
||||
const dealerHandValue = this.getTrueHandValue(newDealerHand);
|
||||
|
||||
if (dealerHandValue <= 16) {
|
||||
newDealerHand = newDealerHand.addCards(this.deck.safeDrawCard());
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
this.setState({
|
||||
dealerHand: newDealerHand,
|
||||
})
|
||||
|
||||
// If dealer has busted, then player wins
|
||||
if (this.isHandBusted(newDealerHand)) {
|
||||
this.finishGame(Result.PlayerWon);
|
||||
} else {
|
||||
const dealerHandValue = this.getTrueHandValue(newDealerHand);
|
||||
const playerHandValue = this.getTrueHandValue(this.state.playerHand);
|
||||
|
||||
console.log(`dealerHandValue: ${dealerHandValue}`);
|
||||
console.log(`playerHandValue: ${playerHandValue}`);
|
||||
|
||||
// We expect nobody to have busted. If someone busted, there is an error
|
||||
// in our game logic
|
||||
if (dealerHandValue > 21 || playerHandValue > 21) {
|
||||
throw new Error("Someone busted when not expected to");
|
||||
}
|
||||
|
||||
if (playerHandValue > dealerHandValue) {
|
||||
this.finishGame(Result.PlayerWon);
|
||||
} else if (playerHandValue < dealerHandValue) {
|
||||
this.finishGame(Result.DealerWon);
|
||||
} else {
|
||||
this.finishGame(Result.Tie);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
finishGame = (result: Result): void => {
|
||||
let gains = 0;
|
||||
if (this.isPlayerWinResult(result)) {
|
||||
gains = this.state.bet;
|
||||
|
||||
// We 2x the gains because we took away money at the start, so we need to give the original bet back.
|
||||
this.win(this.props.p, 2 * gains);
|
||||
} else if (result === Result.DealerWon) {
|
||||
gains = -1 * this.state.bet;
|
||||
// Dont need to take money here since we already did it at the start
|
||||
} else if (result === Result.Tie) {
|
||||
this.win(this.props.p, this.state.bet); // Get the original bet back
|
||||
}
|
||||
|
||||
this.setState({
|
||||
gameInProgress: false,
|
||||
result,
|
||||
gains: this.state.gains + gains,
|
||||
});
|
||||
}
|
||||
|
||||
isPlayerWinResult = (result: Result): boolean => {
|
||||
return (result === Result.PlayerWon || result === Result.PlayerWonByBlackjack);
|
||||
}
|
||||
|
||||
wagerOnChange = (event: React.ChangeEvent<HTMLInputElement>): void => {
|
||||
const { p } = this.props;
|
||||
const betInput = event.target.value;
|
||||
const wager = Math.round(parseFloat(betInput));
|
||||
if (isNaN(wager)) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Not a valid number",
|
||||
});
|
||||
} else if (wager <= 0) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Must bet a postive amount",
|
||||
});
|
||||
} else if (wager > MAX_BET) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Exceeds max bet",
|
||||
});
|
||||
} else if (!p.canAfford(wager)) {
|
||||
this.setState({
|
||||
bet: 0,
|
||||
betInput,
|
||||
wagerInvalid: true,
|
||||
wagerInvalidHelperText: "Not enough money",
|
||||
});
|
||||
} else {
|
||||
// Valid wager
|
||||
this.setState({
|
||||
bet: wager,
|
||||
betInput,
|
||||
wagerInvalid: false,
|
||||
wagerInvalidHelperText: "",
|
||||
result: Result.Pending, // Reset previous game status to clear the win/lose text UI
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Start game button
|
||||
startOnClick = (event: React.MouseEvent): void => {
|
||||
// Protect against scripting...although maybe this would be fun to automate
|
||||
if (!event.isTrusted) { return; }
|
||||
|
||||
if (!this.state.wagerInvalid) {
|
||||
this.startGame();
|
||||
}
|
||||
}
|
||||
|
||||
render(): React.ReactNode {
|
||||
const {
|
||||
betInput,
|
||||
playerHand,
|
||||
dealerHand,
|
||||
gameInProgress,
|
||||
result,
|
||||
wagerInvalid,
|
||||
wagerInvalidHelperText,
|
||||
gains,
|
||||
} = this.state;
|
||||
|
||||
// Get the player totals to display.
|
||||
const playerHandValues = this.getHandDisplayValues(playerHand);
|
||||
const dealerHandValues = this.getHandDisplayValues(dealerHand);
|
||||
|
||||
return (
|
||||
<div>
|
||||
{/* Wager input */}
|
||||
<div>
|
||||
<MuiTextField
|
||||
value={betInput}
|
||||
label={
|
||||
<>
|
||||
{"Wager (Max: "}
|
||||
{Money(MAX_BET)}
|
||||
{")"}
|
||||
</>
|
||||
}
|
||||
disabled={gameInProgress}
|
||||
onChange={this.wagerOnChange}
|
||||
error={wagerInvalid}
|
||||
helperText={wagerInvalid ? wagerInvalidHelperText : ""}
|
||||
type="number"
|
||||
variant="filled"
|
||||
style={{
|
||||
width: "200px",
|
||||
}}
|
||||
InputProps={{
|
||||
startAdornment: <InputAdornment position="start" >$</InputAdornment>,
|
||||
}} />
|
||||
|
||||
<p>
|
||||
{"Total earnings this session: "}
|
||||
{Money(gains)}
|
||||
</p>
|
||||
</div>
|
||||
|
||||
|
||||
{/* Buttons */}
|
||||
{!gameInProgress ? (
|
||||
<div>
|
||||
<MuiButton
|
||||
color="primary"
|
||||
onClick={this.startOnClick}
|
||||
disabled={wagerInvalid || !this.canStartGame()}>
|
||||
|
||||
Start
|
||||
</MuiButton>
|
||||
</div>
|
||||
) : (
|
||||
<div>
|
||||
<MuiButton color="primary" onClick={this.playerHit} >
|
||||
Hit
|
||||
</MuiButton>
|
||||
<MuiButton color="secondary" onClick={this.playerStay} >
|
||||
Stay
|
||||
</MuiButton>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Main game part. Displays both if the game is in progress OR if there's a result so you can see
|
||||
* the cards that led to that result. */}
|
||||
{(gameInProgress || result !== Result.Pending) && (
|
||||
<div>
|
||||
<MuiPaper variant="outlined" elevation={2}>
|
||||
<pre>Player</pre>
|
||||
{playerHand.cards.map((card, i) => (
|
||||
<ReactCard card={card} key={i} />
|
||||
))}
|
||||
|
||||
<pre>Value(s): </pre>
|
||||
{playerHandValues.map((value, i) => (
|
||||
<pre key={i}>{value}</pre>
|
||||
))}
|
||||
</MuiPaper>
|
||||
|
||||
<br />
|
||||
|
||||
<MuiPaper variant="outlined" elevation={2}>
|
||||
<pre>Dealer</pre>
|
||||
{dealerHand.cards.map((card, i) => (
|
||||
// Hide every card except the first while game is in progress
|
||||
<ReactCard card={card} hidden={gameInProgress && i !== 0} key={i} />
|
||||
))}
|
||||
|
||||
{!gameInProgress && (
|
||||
<>
|
||||
<pre>Value(s): </pre>
|
||||
{dealerHandValues.map((value, i) => (
|
||||
<pre key={i}>{value}</pre>
|
||||
))}
|
||||
</>
|
||||
)}
|
||||
</MuiPaper>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Results from previous round */}
|
||||
{result !== Result.Pending && (
|
||||
<p>
|
||||
{result}
|
||||
{this.isPlayerWinResult(result) && (
|
||||
<>
|
||||
{" You gained "}
|
||||
{Money(this.state.bet)}
|
||||
</>
|
||||
)}
|
||||
{result === Result.DealerWon && (
|
||||
<>
|
||||
{" You lost "}
|
||||
{Money(this.state.bet)}
|
||||
</>
|
||||
)}
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
}
|
||||
42
src/Casino/CardDeck/Card.ts
Normal file
42
src/Casino/CardDeck/Card.ts
Normal file
@@ -0,0 +1,42 @@
|
||||
// Enum values are lowercased to match css classes
|
||||
export enum Suit {
|
||||
Clubs = "clubs",
|
||||
Diamonds = "diamonds",
|
||||
Hearts = "hearts",
|
||||
Spades = "spades",
|
||||
}
|
||||
|
||||
export class Card {
|
||||
|
||||
constructor(readonly value: number, readonly suit: Suit) {
|
||||
if (value < 1 || value > 13) {
|
||||
throw new Error(`Card instantiated with improper value: ${value}`);
|
||||
}
|
||||
}
|
||||
|
||||
formatValue(): string {
|
||||
switch (this.value) {
|
||||
case 1:
|
||||
return "A";
|
||||
case 11:
|
||||
return "J";
|
||||
case 12:
|
||||
return "Q";
|
||||
case 13:
|
||||
return "K";
|
||||
default:
|
||||
return `${this.value}`;
|
||||
}
|
||||
}
|
||||
|
||||
isRedSuit(): boolean {
|
||||
return this.suit === Suit.Hearts || this.suit === Suit.Diamonds;
|
||||
}
|
||||
|
||||
getStringRepresentation(): string {
|
||||
const value = this.formatValue();
|
||||
|
||||
return `${value} of ${this.suit}`;
|
||||
}
|
||||
|
||||
}
|
||||
58
src/Casino/CardDeck/Deck.ts
Normal file
58
src/Casino/CardDeck/Deck.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
import { Card, Suit } from "./Card";
|
||||
import { shuffle } from "lodash";
|
||||
|
||||
export class Deck {
|
||||
|
||||
private cards: Card[] = [];
|
||||
|
||||
// Support multiple decks
|
||||
constructor(private numDecks = 1) {
|
||||
this.reset();
|
||||
}
|
||||
|
||||
shuffle(): void {
|
||||
this.cards = shuffle(this.cards); // Just use lodash
|
||||
}
|
||||
|
||||
drawCard(): Card {
|
||||
if (this.cards.length == 0) {
|
||||
throw new Error("Tried to draw card from empty deck");
|
||||
}
|
||||
|
||||
return this.cards.shift() as Card; // Guaranteed to return a Card since we throw an Error if array is empty
|
||||
}
|
||||
|
||||
// Draws a card, resetting the deck beforehands if the Deck is empty
|
||||
safeDrawCard(): Card {
|
||||
if (this.cards.length === 0) {
|
||||
this.reset();
|
||||
}
|
||||
|
||||
return this.drawCard();
|
||||
}
|
||||
|
||||
// Reset the deck back to the original 52 cards and shuffle it
|
||||
reset(): void {
|
||||
this.cards = [];
|
||||
|
||||
for (let i = 1; i <= 13; ++i) {
|
||||
for (let j = 0; j < this.numDecks; ++j) {
|
||||
this.cards.push(new Card(i, Suit.Clubs));
|
||||
this.cards.push(new Card(i, Suit.Diamonds));
|
||||
this.cards.push(new Card(i, Suit.Hearts));
|
||||
this.cards.push(new Card(i, Suit.Spades));
|
||||
}
|
||||
}
|
||||
|
||||
this.shuffle();
|
||||
}
|
||||
|
||||
size(): number {
|
||||
return this.cards.length;
|
||||
}
|
||||
|
||||
isEmpty(): boolean {
|
||||
return this.cards.length === 0;
|
||||
}
|
||||
|
||||
}
|
||||
25
src/Casino/CardDeck/Hand.ts
Normal file
25
src/Casino/CardDeck/Hand.ts
Normal file
@@ -0,0 +1,25 @@
|
||||
/**
|
||||
* Represents a Hand of cards.
|
||||
*
|
||||
* This class is IMMUTABLE
|
||||
*/
|
||||
|
||||
import { Card } from "./Card";
|
||||
|
||||
export class Hand {
|
||||
|
||||
constructor(readonly cards: readonly Card[]) {}
|
||||
|
||||
addCards(...cards: Card[]): Hand {
|
||||
return new Hand([ ...this.cards, ...cards ]);
|
||||
}
|
||||
|
||||
removeByIndex(i: number): Hand {
|
||||
if (i >= this.cards.length) {
|
||||
throw new Error(`Tried to remove invalid card from Hand by index: ${i}`);
|
||||
}
|
||||
|
||||
return new Hand([ ...this.cards.slice().splice(i, 1) ])
|
||||
}
|
||||
|
||||
}
|
||||
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
40
src/Casino/CardDeck/ReactCard.tsx
Normal file
@@ -0,0 +1,40 @@
|
||||
import React, { FC } from "react";
|
||||
import { Card, Suit } from "./Card";
|
||||
|
||||
type Props = {
|
||||
card: Card;
|
||||
hidden?: boolean;
|
||||
}
|
||||
|
||||
export const ReactCard: FC<Props> = ({ card, hidden }) => {
|
||||
let suit : React.ReactNode;
|
||||
switch (card.suit) {
|
||||
case Suit.Clubs:
|
||||
suit = <span>♣</span>;
|
||||
break;
|
||||
case Suit.Diamonds:
|
||||
suit = <span>♦</span>;
|
||||
break;
|
||||
case Suit.Hearts:
|
||||
suit = <span>♥</span>;
|
||||
break;
|
||||
case Suit.Spades:
|
||||
suit = <span>♠</span>;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`MissingCaseException: ${card.suit}`);
|
||||
|
||||
}
|
||||
return (
|
||||
<div className={`casino-card ${card.isRedSuit() ? "red" : "black"}`}>
|
||||
<>
|
||||
<div className="value">
|
||||
{hidden ? " - " : card.formatValue()}
|
||||
</div>
|
||||
<div className={`suit`}>
|
||||
{hidden ? " - " : suit}
|
||||
</div>
|
||||
</>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -5,10 +5,11 @@
|
||||
*/
|
||||
import * as React from "react";
|
||||
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../ui/React/StdButton";
|
||||
import { BadRNG } from "./RNG";
|
||||
import { Game } from "./Game";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../ui/React/StdButton";
|
||||
import { BadRNG } from "./RNG";
|
||||
import { Game } from "./Game";
|
||||
import { trusted } from "./utils";
|
||||
|
||||
type IProps = {
|
||||
p: IPlayer;
|
||||
@@ -18,8 +19,10 @@ type IState = {
|
||||
investment: number;
|
||||
result: any;
|
||||
status: string;
|
||||
playLock: boolean;
|
||||
}
|
||||
|
||||
const minPlay = 0;
|
||||
const maxPlay = 10e3;
|
||||
|
||||
export class CoinFlip extends Game<IProps, IState> {
|
||||
@@ -31,24 +34,28 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
investment: 1000,
|
||||
result: <span> </span>,
|
||||
status: '',
|
||||
playLock: false,
|
||||
};
|
||||
|
||||
this.play = this.play.bind(this);
|
||||
this.updateInvestment = this.updateInvestment.bind(this);
|
||||
}
|
||||
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
play(guess: string) {
|
||||
play(guess: string): void {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
const v = BadRNG.random();
|
||||
let letter: string;
|
||||
@@ -61,7 +68,9 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
this.setState({
|
||||
result: <span className={correct ? "text" : "failure"}>{letter}</span>,
|
||||
status: correct ? " win!" : "lose!",
|
||||
playLock: true,
|
||||
});
|
||||
setTimeout(()=>this.setState({playLock: false}), 250);
|
||||
if (correct) {
|
||||
this.win(this.props.p, this.state.investment);
|
||||
} else {
|
||||
@@ -71,7 +80,7 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
return <>
|
||||
<pre>
|
||||
+———————+<br />
|
||||
@@ -80,9 +89,9 @@ export class CoinFlip extends Game<IProps, IState> {
|
||||
| | | |<br />
|
||||
+———————+<br />
|
||||
</pre>
|
||||
<span className="text">Play for: </span><input type="number" className='text-input' onChange={this.updateInvestment} value={this.state.investment} /><br />
|
||||
<StdButton onClick={() => this.play('H')} text={"Head!"} />
|
||||
<StdButton onClick={() => this.play('T')} text={"Tail!"} />
|
||||
<span className="text">Play for: </span><input type="number" className="text-input" onChange={this.updateInvestment} value={this.state.investment} /><br />
|
||||
<StdButton onClick={trusted(() => this.play('H'))} text={"Head!"} disabled={this.state.playLock} />
|
||||
<StdButton onClick={trusted(() => this.play('T'))} text={"Tail!"} disabled={this.state.playLock} />
|
||||
<h1>{this.state.status}</h1>
|
||||
</>
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
const gainLimit = 10e9;
|
||||
|
||||
export class Game<T,U> extends React.Component<T, U> {
|
||||
win(p: IPlayer, n: number) {
|
||||
win(p: IPlayer, n: number): void{
|
||||
p.gainMoney(n);
|
||||
p.recordMoneySource(n, "casino");
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
export interface RNG {
|
||||
random(): number
|
||||
random(): number;
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -9,16 +9,16 @@ export interface RNG {
|
||||
*/
|
||||
class RNG0 implements RNG {
|
||||
x: number;
|
||||
m: number = 1024;
|
||||
a: number = 341;
|
||||
c: number = 1;
|
||||
m = 1024;
|
||||
a = 341;
|
||||
c = 1;
|
||||
|
||||
constructor() {
|
||||
this.x = 0;
|
||||
this.reset();
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
this.x = (this.a*this.x+this.c) % this.m;
|
||||
}
|
||||
|
||||
@@ -27,7 +27,7 @@ class RNG0 implements RNG {
|
||||
return this.x/this.m;
|
||||
}
|
||||
|
||||
reset() {
|
||||
reset(): void {
|
||||
this.x = (new Date()).getTime() % this.m;
|
||||
}
|
||||
}
|
||||
@@ -39,9 +39,9 @@ export const BadRNG: RNG0 = new RNG0();
|
||||
* The period is 6e12.
|
||||
*/
|
||||
export class WHRNG implements RNG {
|
||||
s1: number = 0;
|
||||
s2: number = 0;
|
||||
s3: number = 0;
|
||||
s1 = 0;
|
||||
s2 = 0;
|
||||
s3 = 0;
|
||||
|
||||
constructor(totalPlaytime: number) {
|
||||
// This one is seeded by the players total play time.
|
||||
@@ -51,7 +51,7 @@ export class WHRNG implements RNG {
|
||||
this.s3 = v;
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
this.s1 = (171 * this.s1) % 30269;
|
||||
this.s2 = (172 * this.s2) % 30307;
|
||||
this.s3 = (170 * this.s3) % 30323;
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
import * as React from "react";
|
||||
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../ui/React/StdButton";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { Game } from "./Game";
|
||||
import { WHRNG } from "./RNG";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../ui/React/StdButton";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { Game } from "./Game";
|
||||
import { WHRNG } from "./RNG";
|
||||
import { trusted } from "./utils";
|
||||
|
||||
type IProps = {
|
||||
p: IPlayer;
|
||||
@@ -19,17 +20,14 @@ type IState = {
|
||||
strategy: Strategy;
|
||||
}
|
||||
|
||||
const maxPlay = 1e6;
|
||||
const minPlay = 0;
|
||||
const maxPlay = 1e7;
|
||||
|
||||
function isRed(n: number): boolean {
|
||||
return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19,
|
||||
21, 23, 25, 27, 30, 32, 34, 36].includes(n);
|
||||
}
|
||||
|
||||
function isBlack(n: number): boolean {
|
||||
return !isRed(n);
|
||||
}
|
||||
|
||||
type Strategy = {
|
||||
match: (n: number) => boolean;
|
||||
payout: number;
|
||||
@@ -100,14 +98,14 @@ const strategies: {
|
||||
Third2: {
|
||||
match: (n: number): boolean => {
|
||||
if (n === 0) return false;
|
||||
return 13 <= n && n <= 24;
|
||||
return n >= 13 && n <= 24;
|
||||
},
|
||||
payout: 2,
|
||||
},
|
||||
Third3: {
|
||||
match: (n: number): boolean => {
|
||||
if (n === 0) return false;
|
||||
return 25 <= n;
|
||||
return n >= 25;
|
||||
},
|
||||
payout: 2,
|
||||
},
|
||||
@@ -123,7 +121,7 @@ function Single(s: number): Strategy {
|
||||
}
|
||||
|
||||
export class Roulette extends Game<IProps, IState> {
|
||||
interval: number = -1;
|
||||
interval = -1;
|
||||
rng: WHRNG;
|
||||
|
||||
constructor(props: IProps) {
|
||||
@@ -138,7 +136,7 @@ export class Roulette extends Game<IProps, IState> {
|
||||
lock: true,
|
||||
strategy: {
|
||||
payout: 0,
|
||||
match: (n: number): boolean => { return false },
|
||||
match: (): boolean => { return false },
|
||||
},
|
||||
}
|
||||
|
||||
@@ -148,38 +146,41 @@ export class Roulette extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
componentDidMount() {
|
||||
componentDidMount(): void {
|
||||
this.interval = setInterval(this.step, 50);
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
if (!this.state.lock) {
|
||||
this.setState({n: Math.floor(Math.random()*37)});
|
||||
}
|
||||
}
|
||||
|
||||
componentWillUnmount() {
|
||||
componentWillUnmount(): void {
|
||||
clearInterval(this.interval);
|
||||
}
|
||||
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
currentNumber() {
|
||||
currentNumber(): string {
|
||||
if (this.state.n === 0) return '0';
|
||||
const color = isRed(this.state.n) ? 'R' : 'B';
|
||||
return `${this.state.n}${color}`;
|
||||
}
|
||||
|
||||
play(s: Strategy) {
|
||||
play(s: Strategy): void {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
this.setState({
|
||||
canPlay: false,
|
||||
@@ -218,70 +219,70 @@ export class Roulette extends Game<IProps, IState> {
|
||||
}
|
||||
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
return <>
|
||||
<h1>{this.currentNumber()}</h1>
|
||||
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
|
||||
<input type="number" className="text-input" onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
|
||||
<h1>{this.state.status}</h1>
|
||||
<table>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(3))} /></td>
|
||||
<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(6))} /></td>
|
||||
<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(9))} /></td>
|
||||
<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(12))} /></td>
|
||||
<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(15))} /></td>
|
||||
<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(18))} /></td>
|
||||
<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(21))} /></td>
|
||||
<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(24))} /></td>
|
||||
<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(27))} /></td>
|
||||
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(30))} /></td>
|
||||
<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(33))} /></td>
|
||||
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(36))} /></td>
|
||||
<td><StdButton text={"3"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(3)))} /></td>
|
||||
<td><StdButton text={"6"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(6)))} /></td>
|
||||
<td><StdButton text={"9"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(9)))} /></td>
|
||||
<td><StdButton text={"12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(12)))} /></td>
|
||||
<td><StdButton text={"15"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(15)))} /></td>
|
||||
<td><StdButton text={"18"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(18)))} /></td>
|
||||
<td><StdButton text={"21"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(21)))} /></td>
|
||||
<td><StdButton text={"24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(24)))} /></td>
|
||||
<td><StdButton text={"27"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(27)))} /></td>
|
||||
<td><StdButton text={"30"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(30)))} /></td>
|
||||
<td><StdButton text={"33"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(33)))} /></td>
|
||||
<td><StdButton text={"36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(36)))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(2))} /></td>
|
||||
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(5))} /></td>
|
||||
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(8))} /></td>
|
||||
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(11))} /></td>
|
||||
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(14))} /></td>
|
||||
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(17))} /></td>
|
||||
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(20))} /></td>
|
||||
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(23))} /></td>
|
||||
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(26))} /></td>
|
||||
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(29))} /></td>
|
||||
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(32))} /></td>
|
||||
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(35))} /></td>
|
||||
<td><StdButton text={"2"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(2)))} /></td>
|
||||
<td><StdButton text={"5"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(5)))} /></td>
|
||||
<td><StdButton text={"8"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(8)))} /></td>
|
||||
<td><StdButton text={"11"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(11)))} /></td>
|
||||
<td><StdButton text={"14"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(14)))} /></td>
|
||||
<td><StdButton text={"17"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(17)))} /></td>
|
||||
<td><StdButton text={"20"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(20)))} /></td>
|
||||
<td><StdButton text={"23"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(23)))} /></td>
|
||||
<td><StdButton text={"26"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(26)))} /></td>
|
||||
<td><StdButton text={"29"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(29)))} /></td>
|
||||
<td><StdButton text={"32"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(32)))} /></td>
|
||||
<td><StdButton text={"35"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(35)))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(1))} /></td>
|
||||
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(4))} /></td>
|
||||
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(7))} /></td>
|
||||
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(10))} /></td>
|
||||
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(13))} /></td>
|
||||
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(16))} /></td>
|
||||
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(19))} /></td>
|
||||
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(22))} /></td>
|
||||
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(25))} /></td>
|
||||
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(28))} /></td>
|
||||
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(31))} /></td>
|
||||
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(34))} /></td>
|
||||
<td><StdButton text={"1"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(1)))} /></td>
|
||||
<td><StdButton text={"4"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(4)))} /></td>
|
||||
<td><StdButton text={"7"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(7)))} /></td>
|
||||
<td><StdButton text={"10"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(10)))} /></td>
|
||||
<td><StdButton text={"13"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(13)))} /></td>
|
||||
<td><StdButton text={"16"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(16)))} /></td>
|
||||
<td><StdButton text={"19"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(19)))} /></td>
|
||||
<td><StdButton text={"22"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(22)))} /></td>
|
||||
<td><StdButton text={"25"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(25)))} /></td>
|
||||
<td><StdButton text={"28"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(28)))} /></td>
|
||||
<td><StdButton text={"31"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(31)))} /></td>
|
||||
<td><StdButton text={"34"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(34)))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third1)} /></td>
|
||||
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third2)} /></td>
|
||||
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Third3)} /></td>
|
||||
<td colSpan={4}><StdButton text={"1 to 12"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third1))} /></td>
|
||||
<td colSpan={4}><StdButton text={"13 to 24"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third2))} /></td>
|
||||
<td colSpan={4}><StdButton text={"25 to 36"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Third3))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Red)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Black)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Odd)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Even)} /></td>
|
||||
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.High)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={()=>this.play(strategies.Low)} /></td>
|
||||
<td colSpan={2}><StdButton text={"Red"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Red))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Black"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Black))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Odd"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Odd))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Even"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Even))} /></td>
|
||||
<td colSpan={2}><StdButton text={"High"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.High))} /></td>
|
||||
<td colSpan={2}><StdButton text={"Low"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(strategies.Low))} /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={()=>this.play(Single(0))} /></td>
|
||||
<td><StdButton text={"0"} disabled={!this.state.canPlay} onClick={trusted(()=>this.play(Single(0)))} /></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -4,7 +4,8 @@ import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { StdButton } from "../ui/React/StdButton";
|
||||
import { Money } from "../ui/React/Money";
|
||||
import { WHRNG } from "./RNG";
|
||||
import { Game } from "./Game";
|
||||
import { Game } from "./Game";
|
||||
import { trusted } from "./utils";
|
||||
|
||||
type IProps = {
|
||||
p: IPlayer;
|
||||
@@ -19,7 +20,7 @@ type IState = {
|
||||
}
|
||||
|
||||
// statically shuffled array of symbols.
|
||||
let symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
|
||||
const symbols = ["D", "C", "$", "?", "♥", "A", "C", "B", "C", "E", "B", "E", "C",
|
||||
"*", "D", "♥", "B", "A", "A", "A", "C", "A", "D", "B", "E", "?", "D", "*",
|
||||
"@", "♥", "B", "E", "?"];
|
||||
|
||||
@@ -57,11 +58,12 @@ const payLines = [
|
||||
[[1, 0], [2, 1], [2, 2], [2, 3], [1, 4]],
|
||||
];
|
||||
|
||||
const minPlay = 0;
|
||||
const maxPlay = 1e6;
|
||||
|
||||
export class SlotMachine extends Game<IProps, IState> {
|
||||
rng: WHRNG;
|
||||
interval: number = -1;
|
||||
interval = -1;
|
||||
|
||||
constructor(props: IProps) {
|
||||
super(props);
|
||||
@@ -84,11 +86,11 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
this.updateInvestment = this.updateInvestment.bind(this);
|
||||
}
|
||||
|
||||
componentDidMount() {
|
||||
componentDidMount(): void {
|
||||
this.interval = setInterval(this.step, 50);
|
||||
}
|
||||
|
||||
step() {
|
||||
step(): void {
|
||||
let stoppedOne = false;
|
||||
const index = this.state.index.slice();
|
||||
for(const i in index) {
|
||||
@@ -104,7 +106,7 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
}
|
||||
}
|
||||
|
||||
componentWillUnmount() {
|
||||
componentWillUnmount(): void {
|
||||
clearInterval(this.interval);
|
||||
}
|
||||
|
||||
@@ -116,7 +118,7 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
];
|
||||
}
|
||||
|
||||
play() {
|
||||
play(): void {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
this.setState({status: 'playing'});
|
||||
this.win(this.props.p, -this.state.investment);
|
||||
@@ -125,7 +127,7 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
setTimeout(this.lock, this.rng.random()*2000+1000);
|
||||
}
|
||||
|
||||
lock() {
|
||||
lock(): void {
|
||||
this.setState({
|
||||
locks: [
|
||||
Math.floor(this.rng.random()*symbols.length),
|
||||
@@ -137,10 +139,10 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
})
|
||||
}
|
||||
|
||||
checkWinnings() {
|
||||
checkWinnings(): void {
|
||||
const t = this.getTable();
|
||||
const getPaylineData = function(payline: number[][]): string[] {
|
||||
let data = [];
|
||||
const data = [];
|
||||
for(const point of payline) {
|
||||
data.push(t[point[0]][point[1]]);
|
||||
}
|
||||
@@ -174,25 +176,28 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
if(this.reachedLimit(this.props.p)) return;
|
||||
}
|
||||
|
||||
unlock() {
|
||||
unlock(): void {
|
||||
this.setState({
|
||||
locks: [-1, -1, -1, -1, -1],
|
||||
canPlay: false,
|
||||
})
|
||||
}
|
||||
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>) {
|
||||
updateInvestment(e: React.FormEvent<HTMLInputElement>): void {
|
||||
let investment: number = parseInt(e.currentTarget.value);
|
||||
if (isNaN(investment)) {
|
||||
investment = 1000;
|
||||
investment = minPlay;
|
||||
}
|
||||
if (investment > maxPlay) {
|
||||
investment = maxPlay;
|
||||
}
|
||||
if (investment < minPlay) {
|
||||
investment = minPlay;
|
||||
}
|
||||
this.setState({investment: investment});
|
||||
}
|
||||
|
||||
render() {
|
||||
render(): React.ReactNode {
|
||||
const t = this.getTable();
|
||||
return <>
|
||||
<pre>
|
||||
@@ -204,8 +209,8 @@ export class SlotMachine extends Game<IProps, IState> {
|
||||
| | {symbols[(this.state.index[0]+1)%symbols.length]} | {symbols[(this.state.index[1]+1)%symbols.length]} | {symbols[(this.state.index[2]+1)%symbols.length]} | {symbols[(this.state.index[3]+1)%symbols.length]} | {symbols[(this.state.index[4]+1)%symbols.length]} | |<br />
|
||||
+———————————————————————+<br />
|
||||
</pre>
|
||||
<input type="number" className='text-input' onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
|
||||
<StdButton onClick={this.play} text={"Spin!"} disabled={!this.state.canPlay} />
|
||||
<input type="number" className="text-input" onChange={this.updateInvestment} placeholder={"Amount to play"} value={this.state.investment} disabled={!this.state.canPlay} />
|
||||
<StdButton onClick={trusted(this.play)} text={"Spin!"} disabled={!this.state.canPlay} />
|
||||
<h1>{this.state.status}</h1>
|
||||
<h2>Pay lines</h2>
|
||||
<pre>
|
||||
|
||||
8
src/Casino/utils.ts
Normal file
8
src/Casino/utils.ts
Normal file
@@ -0,0 +1,8 @@
|
||||
import * as React from "react";
|
||||
|
||||
export function trusted(f: () => void): (event: React.MouseEvent<HTMLElement, MouseEvent>) => any {
|
||||
return function(event: React.MouseEvent<HTMLElement, MouseEvent>): any {
|
||||
if(!event.isTrusted) return;
|
||||
f();
|
||||
};
|
||||
}
|
||||
@@ -90,7 +90,7 @@ function cinematicTextEnd() {
|
||||
var mainMenu = document.getElementById("mainmenu-container");
|
||||
container.appendChild(createElement("br"));
|
||||
|
||||
return new Promise (function(resolve, reject) {
|
||||
return new Promise (function(resolve) {
|
||||
container.appendChild(createElement("a", {
|
||||
class:"a-link-button", innerText:"Continue...",
|
||||
clickListener:()=>{
|
||||
@@ -99,7 +99,7 @@ function cinematicTextEnd() {
|
||||
mainMenu.style.visibility = "visible";
|
||||
cinematicTextFlag = false;
|
||||
resolve();
|
||||
}
|
||||
},
|
||||
}));
|
||||
});
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ import {
|
||||
CodingContract,
|
||||
CodingContractRewardType,
|
||||
CodingContractTypes,
|
||||
ICodingContractReward
|
||||
ICodingContractReward,
|
||||
} from "./CodingContracts";
|
||||
import { Factions } from "./Faction/Factions";
|
||||
import { Player } from "./Player";
|
||||
@@ -15,7 +15,7 @@ import { HacknetServer } from "./Hacknet/HacknetServer";
|
||||
import { getRandomInt } from "../utils/helpers/getRandomInt";
|
||||
|
||||
|
||||
export function generateRandomContract() {
|
||||
export function generateRandomContract(): void {
|
||||
// First select a random problem type
|
||||
const problemType = getRandomProblemType();
|
||||
|
||||
@@ -31,7 +31,7 @@ export function generateRandomContract() {
|
||||
randServer.addContract(contract);
|
||||
}
|
||||
|
||||
export function generateRandomContractOnHome() {
|
||||
export function generateRandomContractOnHome(): void {
|
||||
// First select a random problem type
|
||||
const problemType = getRandomProblemType();
|
||||
|
||||
@@ -53,7 +53,7 @@ export interface IGenerateContractParams {
|
||||
fn?: string;
|
||||
}
|
||||
|
||||
export function generateContract(params: IGenerateContractParams) {
|
||||
export function generateContract(params: IGenerateContractParams): void {
|
||||
// Problem Type
|
||||
let problemType;
|
||||
const problemTypes = Object.keys(CodingContractTypes);
|
||||
@@ -88,7 +88,7 @@ export function generateContract(params: IGenerateContractParams) {
|
||||
fn = getRandomFilename(server, reward);
|
||||
}
|
||||
|
||||
let contract = new CodingContract(fn, problemType, reward);
|
||||
const contract = new CodingContract(fn, problemType, reward);
|
||||
server.addContract(contract);
|
||||
}
|
||||
|
||||
@@ -117,15 +117,15 @@ function sanitizeRewardType(rewardType: CodingContractRewardType): CodingContrac
|
||||
return type;
|
||||
}
|
||||
|
||||
function getRandomProblemType() {
|
||||
function getRandomProblemType(): string {
|
||||
const problemTypes = Object.keys(CodingContractTypes);
|
||||
let randIndex = getRandomInt(0, problemTypes.length - 1);
|
||||
const randIndex = getRandomInt(0, problemTypes.length - 1);
|
||||
|
||||
return problemTypes[randIndex];
|
||||
}
|
||||
|
||||
function getRandomReward(): ICodingContractReward {
|
||||
let reward: ICodingContractReward = {
|
||||
const reward: ICodingContractReward = {
|
||||
name: "",
|
||||
type: getRandomInt(0, CodingContractRewardType.Money),
|
||||
};
|
||||
@@ -145,8 +145,8 @@ function getRandomReward(): ICodingContractReward {
|
||||
case CodingContractRewardType.FactionReputation: {
|
||||
// Get a random faction that player is a part of. That
|
||||
// faction must allow hacking contracts
|
||||
var numFactions = factionsThatAllowHacking.length;
|
||||
var randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
|
||||
const numFactions = factionsThatAllowHacking.length;
|
||||
const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];
|
||||
reward.name = randFaction;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ import {
|
||||
codingContractTypesMetadata,
|
||||
DescriptionFunc,
|
||||
GeneratorFunc,
|
||||
SolverFunc
|
||||
SolverFunc,
|
||||
} from "./data/codingcontracttypes";
|
||||
|
||||
import { IMap } from "./types";
|
||||
@@ -10,7 +10,7 @@ import { IMap } from "./types";
|
||||
import {
|
||||
Generic_fromJSON,
|
||||
Generic_toJSON,
|
||||
Reviver
|
||||
Reviver,
|
||||
} from "../utils/JSONReviver";
|
||||
import { KEY } from "../utils/helpers/keyCodes";
|
||||
import { createElement } from "../utils/uiHelpers/createElement";
|
||||
@@ -108,12 +108,6 @@ export interface ICodingContractReward {
|
||||
* The player receives a reward if the problem is solved correctly
|
||||
*/
|
||||
export class CodingContract {
|
||||
/**
|
||||
* Initiatizes a CodingContract from a JSON save state.
|
||||
*/
|
||||
static fromJSON(value: any): CodingContract {
|
||||
return Generic_fromJSON(CodingContract, value.data);
|
||||
}
|
||||
|
||||
/* Relevant data for the contract's problem */
|
||||
data: any;
|
||||
@@ -126,13 +120,13 @@ export class CodingContract {
|
||||
reward: ICodingContractReward | null;
|
||||
|
||||
/* Number of times the Contract has been attempted */
|
||||
tries: number = 0;
|
||||
tries = 0;
|
||||
|
||||
/* String representing the contract's type. Must match type in ContractTypes */
|
||||
type: string;
|
||||
|
||||
constructor(fn: string = "",
|
||||
type: string = "Find Largest Prime Factor",
|
||||
constructor(fn = "",
|
||||
type = "Find Largest Prime Factor",
|
||||
reward: ICodingContractReward | null = null) {
|
||||
this.fn = fn;
|
||||
if (!this.fn.endsWith(".cct")) {
|
||||
@@ -178,19 +172,28 @@ export class CodingContract {
|
||||
*/
|
||||
async prompt(): Promise<CodingContractResult> {
|
||||
// tslint:disable-next-line
|
||||
return new Promise<CodingContractResult>((resolve: Function, reject: Function) => {
|
||||
return new Promise<CodingContractResult>((resolve) => {
|
||||
const contractType: CodingContractType = CodingContractTypes[this.type];
|
||||
const popupId: string = `coding-contract-prompt-popup-${this.fn}`;
|
||||
const popupId = `coding-contract-prompt-popup-${this.fn}`;
|
||||
const title: HTMLElement = createElement("h1", {
|
||||
innerHTML: this.type,
|
||||
});
|
||||
const txt: HTMLElement = createElement("p", {
|
||||
innerHTML: ["You are attempting to solve a Coding Contract. You have",
|
||||
`${this.getMaxNumTries() - this.tries} tries remaining,`,
|
||||
"after which the contract will self-destruct.<br><br>",
|
||||
`${contractType.desc(this.data).replace(/\n/g, "<br>")}`].join(" "),
|
||||
});
|
||||
let answerInput: HTMLInputElement;
|
||||
let solveBtn: HTMLElement;
|
||||
let cancelBtn: HTMLElement;
|
||||
answerInput = createElement("input", {
|
||||
const cancelBtn = createElement("a", {
|
||||
class: "a-link-button",
|
||||
clickListener: () => {
|
||||
resolve(CodingContractResult.Cancelled);
|
||||
removeElementById(popupId);
|
||||
},
|
||||
innerText: "Cancel",
|
||||
});
|
||||
const answerInput = createElement("input", {
|
||||
onkeydown: (e: any) => {
|
||||
if (e.keyCode === KEY.ENTER && answerInput.value !== "") {
|
||||
e.preventDefault();
|
||||
@@ -216,16 +219,8 @@ export class CodingContract {
|
||||
},
|
||||
innerText: "Solve",
|
||||
});
|
||||
cancelBtn = createElement("a", {
|
||||
class: "a-link-button",
|
||||
clickListener: () => {
|
||||
resolve(CodingContractResult.Cancelled);
|
||||
removeElementById(popupId);
|
||||
},
|
||||
innerText: "Cancel",
|
||||
});
|
||||
const lineBreak: HTMLElement = createElement("br");
|
||||
createPopup(popupId, [txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
|
||||
createPopup(popupId, [title, lineBreak, txt, lineBreak, lineBreak, answerInput, solveBtn, cancelBtn]);
|
||||
answerInput.focus();
|
||||
});
|
||||
}
|
||||
@@ -236,6 +231,14 @@ export class CodingContract {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("CodingContract", this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiatizes a CodingContract from a JSON save state.
|
||||
*/
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): CodingContract {
|
||||
return Generic_fromJSON(CodingContract, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.CodingContract = CodingContract;
|
||||
|
||||
@@ -6,7 +6,7 @@ import { Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
export let Companies: IMap<Company> = {};
|
||||
|
||||
function addCompany(params: IConstructorParams) {
|
||||
function addCompany(params: IConstructorParams): void {
|
||||
if (Companies[params.name] != null) {
|
||||
console.warn(`Duplicate Company Position being defined: ${params.name}`);
|
||||
}
|
||||
@@ -15,7 +15,7 @@ function addCompany(params: IConstructorParams) {
|
||||
|
||||
// Used to initialize new Company objects for the Companies map
|
||||
// Called when creating new game or after a prestige/reset
|
||||
export function initCompanies() {
|
||||
export function initCompanies(): void {
|
||||
// Save Old Company data for 'favor'
|
||||
const oldCompanies = Companies;
|
||||
|
||||
@@ -40,11 +40,11 @@ export function initCompanies() {
|
||||
}
|
||||
|
||||
// Used to load Companies map from a save
|
||||
export function loadCompanies(saveString: string) {
|
||||
export function loadCompanies(saveString: string): void {
|
||||
Companies = JSON.parse(saveString, Reviver);
|
||||
}
|
||||
|
||||
// Utility function to check if a string is valid company name
|
||||
export function companyExists(name: string) {
|
||||
export function companyExists(name: string): boolean {
|
||||
return Companies.hasOwnProperty(name);
|
||||
}
|
||||
|
||||
@@ -25,12 +25,6 @@ const DefaultConstructorParams: IConstructorParams = {
|
||||
}
|
||||
|
||||
export class Company {
|
||||
/**
|
||||
* Initiatizes a Company from a JSON save state.
|
||||
*/
|
||||
static fromJSON(value: any): Company {
|
||||
return Generic_fromJSON(Company, value.data);
|
||||
}
|
||||
|
||||
/**
|
||||
* Company name
|
||||
@@ -136,7 +130,7 @@ export class Company {
|
||||
gainFavor(): void {
|
||||
if (this.favor == null) { this.favor = 0; }
|
||||
if (this.rolloverRep == null) { this.rolloverRep = 0; }
|
||||
var res = this.getFavorGain();
|
||||
const res = this.getFavorGain();
|
||||
if (res.length != 2) {
|
||||
console.error("Invalid result from getFavorGain() function");
|
||||
return;
|
||||
@@ -170,6 +164,14 @@ export class Company {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Company", this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiatizes a Company from a JSON save state.
|
||||
*/
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Company {
|
||||
return Generic_fromJSON(Company, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Company = Company;
|
||||
|
||||
@@ -5,7 +5,7 @@ import { IMap } from "../types";
|
||||
|
||||
export const CompanyPositions: IMap<CompanyPosition> = {};
|
||||
|
||||
function addCompanyPosition(params: IConstructorParams) {
|
||||
function addCompanyPosition(params: IConstructorParams): void {
|
||||
if (CompanyPositions[params.name] != null) {
|
||||
console.warn(`Duplicate Company Position being defined: ${params.name}`);
|
||||
}
|
||||
|
||||
@@ -5,8 +5,8 @@ import { CompanyPosition } from "./CompanyPosition";
|
||||
* Returns a string with the given CompanyPosition's stat requirements
|
||||
*/
|
||||
|
||||
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext: boolean = false): string {
|
||||
let reqText: string = "";
|
||||
export function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext = false): string {
|
||||
let reqText = "";
|
||||
const offset: number = company.jobStatReqOffset;
|
||||
const reqHacking: number = pos.requiredHacking > 0 ? pos.requiredHacking+offset : 0;
|
||||
const reqStrength: number = pos.requiredStrength > 0 ? pos.requiredStrength+offset : 0;
|
||||
|
||||
@@ -95,7 +95,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 3,
|
||||
salaryMultiplier: 3,
|
||||
@@ -107,7 +107,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 3,
|
||||
salaryMultiplier: 3,
|
||||
@@ -119,7 +119,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.6,
|
||||
salaryMultiplier: 2.6,
|
||||
@@ -131,7 +131,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.75,
|
||||
salaryMultiplier: 2.75,
|
||||
@@ -143,7 +143,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.75,
|
||||
salaryMultiplier: 2.75,
|
||||
@@ -155,7 +155,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.25,
|
||||
salaryMultiplier: 2.25,
|
||||
@@ -167,7 +167,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.25,
|
||||
salaryMultiplier: 2.25,
|
||||
@@ -179,7 +179,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.5,
|
||||
salaryMultiplier: 2.5,
|
||||
@@ -191,7 +191,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 2.2,
|
||||
salaryMultiplier: 2.2,
|
||||
@@ -202,7 +202,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions
|
||||
AllBusinessPositions,
|
||||
),
|
||||
expMultiplier: 2,
|
||||
salaryMultiplier: 2,
|
||||
@@ -214,7 +214,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllSoftwareConsultantPositions,
|
||||
AllBusinessPositions
|
||||
AllBusinessPositions,
|
||||
),
|
||||
expMultiplier: 1.8,
|
||||
salaryMultiplier: 1.8,
|
||||
@@ -226,7 +226,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
CEOOnly,
|
||||
AllTechnologyPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.75,
|
||||
salaryMultiplier: 1.75,
|
||||
@@ -238,7 +238,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
CEOOnly,
|
||||
AllTechnologyPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.8,
|
||||
salaryMultiplier: 1.8,
|
||||
@@ -250,7 +250,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.8,
|
||||
salaryMultiplier: 1.8,
|
||||
@@ -262,7 +262,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.9,
|
||||
salaryMultiplier: 1.9,
|
||||
@@ -274,7 +274,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 2,
|
||||
salaryMultiplier: 2,
|
||||
@@ -286,7 +286,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.9,
|
||||
salaryMultiplier: 1.9,
|
||||
@@ -299,7 +299,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
CEOOnly,
|
||||
OperationsManagerOnly,
|
||||
AllTechnologyPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 1.7,
|
||||
salaryMultiplier: 1.7,
|
||||
@@ -351,7 +351,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 1.8,
|
||||
salaryMultiplier: 1.8,
|
||||
@@ -364,7 +364,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
AllTechnologyPositions,
|
||||
AllBusinessPositions,
|
||||
AllSoftwareConsultantPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 1.75,
|
||||
salaryMultiplier: 1.75,
|
||||
@@ -379,7 +379,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
SecurityEngineerPositions,
|
||||
AllITPositions,
|
||||
AllSecurityPositions,
|
||||
AllAgentPositions
|
||||
AllAgentPositions,
|
||||
),
|
||||
expMultiplier: 2,
|
||||
salaryMultiplier: 2,
|
||||
@@ -394,7 +394,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
SecurityEngineerPositions,
|
||||
AllITPositions,
|
||||
AllSecurityPositions,
|
||||
AllAgentPositions
|
||||
AllAgentPositions,
|
||||
),
|
||||
expMultiplier: 2,
|
||||
salaryMultiplier: 2,
|
||||
@@ -409,7 +409,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
AllITPositions,
|
||||
AllSecurityPositions,
|
||||
AllAgentPositions,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.5,
|
||||
salaryMultiplier: 1.5,
|
||||
@@ -422,7 +422,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
AllTechnologyPositions,
|
||||
AllSoftwareConsultantPositions,
|
||||
AllBusinessPositions,
|
||||
AllSecurityPositions
|
||||
AllSecurityPositions,
|
||||
),
|
||||
expMultiplier: 1.4,
|
||||
salaryMultiplier: 1.4,
|
||||
@@ -433,7 +433,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
SoftwarePositionsUpToLeadDeveloper,
|
||||
BusinessPositionsUpToOperationsManager
|
||||
BusinessPositionsUpToOperationsManager,
|
||||
),
|
||||
expMultiplier: 1.3,
|
||||
salaryMultiplier: 1.3,
|
||||
@@ -445,7 +445,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
SoftwarePositionsUpToLeadDeveloper,
|
||||
BusinessPositionsUpToOperationsManager,
|
||||
AllSoftwareConsultantPositions
|
||||
AllSoftwareConsultantPositions,
|
||||
),
|
||||
expMultiplier: 1.5,
|
||||
salaryMultiplier: 1.5,
|
||||
@@ -456,7 +456,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
AllSecurityPositions,
|
||||
SoftwarePositionsUpToLeadDeveloper
|
||||
SoftwarePositionsUpToLeadDeveloper,
|
||||
),
|
||||
expMultiplier: 1.3,
|
||||
salaryMultiplier: 1.3,
|
||||
@@ -466,7 +466,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.VolhavenSysCoreSecurities,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions
|
||||
AllTechnologyPositions,
|
||||
),
|
||||
expMultiplier: 1.3,
|
||||
salaryMultiplier: 1.3,
|
||||
@@ -476,7 +476,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.VolhavenCompuTek,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions
|
||||
AllTechnologyPositions,
|
||||
),
|
||||
expMultiplier: 1.2,
|
||||
salaryMultiplier: 1.2,
|
||||
@@ -486,7 +486,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.AevumNetLinkTechnologies,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
AllTechnologyPositions
|
||||
AllTechnologyPositions,
|
||||
),
|
||||
expMultiplier: 1.2,
|
||||
salaryMultiplier: 1.2,
|
||||
@@ -509,7 +509,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.Sector12FoodNStuff,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
EmployeeOnly, PartTimeEmployeeOnly
|
||||
EmployeeOnly, PartTimeEmployeeOnly,
|
||||
),
|
||||
expMultiplier: 1,
|
||||
salaryMultiplier: 1,
|
||||
@@ -519,7 +519,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.Sector12JoesGuns,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
EmployeeOnly, PartTimeEmployeeOnly
|
||||
EmployeeOnly, PartTimeEmployeeOnly,
|
||||
),
|
||||
expMultiplier: 1,
|
||||
salaryMultiplier: 1,
|
||||
@@ -531,7 +531,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
companyPositions: Object.assign({},
|
||||
AllSoftwarePositions,
|
||||
AllSoftwareConsultantPositions,
|
||||
AllITPositions
|
||||
AllITPositions,
|
||||
),
|
||||
expMultiplier: 1.1,
|
||||
salaryMultiplier: 1.1,
|
||||
@@ -541,7 +541,7 @@ export const companiesMetadata: IConstructorParams[] = [
|
||||
name: LocationName.NewTokyoNoodleBar,
|
||||
info: "",
|
||||
companyPositions: Object.assign({},
|
||||
WaiterOnly, PartTimeWaiterOnly
|
||||
WaiterOnly, PartTimeWaiterOnly,
|
||||
),
|
||||
expMultiplier: 1,
|
||||
salaryMultiplier: 1,
|
||||
|
||||
@@ -8,23 +8,23 @@ export const SoftwareCompanyPositions: string[] = [
|
||||
"Head of Software",
|
||||
"Head of Engineering",
|
||||
"Vice President of Technology",
|
||||
"Chief Technology Officer"
|
||||
"Chief Technology Officer",
|
||||
];
|
||||
|
||||
export const ITCompanyPositions: string[] = [
|
||||
"IT Intern",
|
||||
"IT Analyst",
|
||||
"IT Manager",
|
||||
"Systems Administrator"
|
||||
"Systems Administrator",
|
||||
];
|
||||
|
||||
export const SecurityEngineerCompanyPositions: string[] = [
|
||||
"Security Engineer"
|
||||
"Security Engineer",
|
||||
];
|
||||
|
||||
export const NetworkEngineerCompanyPositions: string[] = [
|
||||
"Network Engineer",
|
||||
"Network Administrator"
|
||||
"Network Administrator",
|
||||
];
|
||||
|
||||
export const BusinessCompanyPositions: string[] = [
|
||||
@@ -33,7 +33,7 @@ export const BusinessCompanyPositions: string[] = [
|
||||
"Business Manager",
|
||||
"Operations Manager",
|
||||
"Chief Financial Officer",
|
||||
"Chief Executive Officer"
|
||||
"Chief Executive Officer",
|
||||
];
|
||||
|
||||
export const SecurityCompanyPositions: string[] = [
|
||||
@@ -42,31 +42,31 @@ export const SecurityCompanyPositions: string[] = [
|
||||
"Security Guard",
|
||||
"Security Officer",
|
||||
"Security Supervisor",
|
||||
"Head of Security"
|
||||
"Head of Security",
|
||||
];
|
||||
|
||||
export const AgentCompanyPositions: string[] = [
|
||||
"Field Agent",
|
||||
"Secret Agent",
|
||||
"Special Operative"
|
||||
"Special Operative",
|
||||
];
|
||||
|
||||
export const MiscCompanyPositions: string[] = [
|
||||
"Waiter",
|
||||
"Employee"
|
||||
"Employee",
|
||||
];
|
||||
|
||||
export const SoftwareConsultantCompanyPositions: string[] = [
|
||||
"Software Consultant",
|
||||
"Senior Software Consultant"
|
||||
"Senior Software Consultant",
|
||||
];
|
||||
|
||||
export const BusinessConsultantCompanyPositions: string[] = [
|
||||
"Business Consultant",
|
||||
"Senior Business Consultant"
|
||||
"Senior Business Consultant",
|
||||
];
|
||||
|
||||
export const PartTimeCompanyPositions: string[] = [
|
||||
"Part-time Waiter",
|
||||
"Part-time Employee"
|
||||
"Part-time Employee",
|
||||
];
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
*/
|
||||
import { IMap } from "./types";
|
||||
|
||||
export let CONSTANTS: IMap<any> = {
|
||||
Version: "0.51.2",
|
||||
export const CONSTANTS: IMap<any> = {
|
||||
Version: "0.51.7",
|
||||
|
||||
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
|
||||
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
|
||||
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
|
||||
* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
|
||||
*/
|
||||
MaxSkillLevel: 975,
|
||||
MaxSkillLevel: 975,
|
||||
|
||||
// Milliseconds per game cycle
|
||||
MilliPerCycle: 200,
|
||||
@@ -218,7 +218,7 @@ export let CONSTANTS: IMap<any> = {
|
||||
CrimeHeist: "pull off the ultimate heist",
|
||||
|
||||
// Coding Contract
|
||||
// TODO Move this into Coding contract impelmentation?
|
||||
// TODO: Move this into Coding contract implementation?
|
||||
CodingContractBaseFactionRepGain: 2500,
|
||||
CodingContractBaseCompanyRepGain: 4000,
|
||||
CodingContractBaseMoneyGain: 75e6,
|
||||
@@ -228,16 +228,61 @@ export let CONSTANTS: IMap<any> = {
|
||||
|
||||
LatestUpdate:
|
||||
`
|
||||
v0.51.2 - 2021-04-09 Vegas, Baby! (hydroflame)
|
||||
v0.51.7 - 2021-04-28 n00dles
|
||||
-------
|
||||
|
||||
New location: The Iker Molina Casino
|
||||
* A casino opened in Aevum. However the house is rumored to cheat. If only
|
||||
we could give them a taste of their own medicine.
|
||||
Tutorial servers
|
||||
|
||||
* All the tutorial servers have been reverted to their original value
|
||||
* The new server n00dles has been added as tutorial server.
|
||||
|
||||
Terminal
|
||||
|
||||
* 'tail' now accepts Pid.
|
||||
* 'analyze' now handles Hacknet Servers correctly.
|
||||
* 'ServerProfiler.exe' now handles Hacknet Servers correctly.
|
||||
|
||||
SF12
|
||||
|
||||
* Now makes you start with Neuroflux Governor equal to the level of the SF.
|
||||
|
||||
Netscript
|
||||
|
||||
* Deprecated 'getServerRam'.
|
||||
* 'getServerMaxRam' added to replace 'getServerRam'
|
||||
* 'getServerUsedRam' added to replace 'getServerRam'
|
||||
* 'getBitnodeMultipliers' is available inside BN5
|
||||
* Time logged by hack/grow/weaken now displays in human time.
|
||||
* thread count logged by hack/grow/weaken now displays with commas every
|
||||
thousands place.
|
||||
|
||||
Donation
|
||||
|
||||
* Always visible but locked until favor requirements are reached.
|
||||
|
||||
Augmentations
|
||||
|
||||
* City factions has been rebalanced to give a reason to visit them all.
|
||||
|
||||
Sleeves
|
||||
|
||||
* Fix sleeves not being able to work at Volhavens gym.
|
||||
|
||||
Lint
|
||||
|
||||
* This shouldn't change anything but was like 10h of work.
|
||||
|
||||
Misc.
|
||||
* Link to discord added under options
|
||||
* 'getMemberInformation' doc updated, oops
|
||||
* tech vendor now handle max ram and cores.
|
||||
`
|
||||
}
|
||||
|
||||
* Plethora of typo fixed (@Pimgd)
|
||||
* ps documentation fix (@Dawe)
|
||||
* The dev menu now has a quick bitflume option.
|
||||
* Fix SF -1 not being as powerful as intended.
|
||||
* Fix cashroot starter kit not displaying correctly.
|
||||
* Fix DOM element 'character-overview-text' being nested twice.
|
||||
* Hacknet documentation example fix.
|
||||
* Money amount under 1000 dont display 3 decimal anymore.
|
||||
* Fix nextSourceFile flag miscalculation on the bitverse (for Bn12)
|
||||
* Faction invite text says "Decide later"/"Join!" instead of "No"/"Yes"
|
||||
`,
|
||||
}
|
||||
@@ -5,7 +5,6 @@ import { CorporationUpgrades } from "./data/Corporation
|
||||
import { EmployeePositions } from "./EmployeePositions";
|
||||
import { Industries,
|
||||
IndustryStartingCosts,
|
||||
IndustryDescriptions,
|
||||
IndustryResearchTrees } from "./IndustryData";
|
||||
import { IndustryUpgrades } from "./IndustryUpgrades";
|
||||
import { Material } from "./Material";
|
||||
@@ -15,11 +14,8 @@ import { ResearchMap } from "./ResearchMap";
|
||||
import { Warehouse } from "./Warehouse";
|
||||
|
||||
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
|
||||
import { CONSTANTS } from "../Constants";
|
||||
import { Factions } from "../Faction/Factions";
|
||||
import { showLiterature } from "../Literature/LiteratureHelpers";
|
||||
import { LiteratureNames } from "../Literature/data/LiteratureNames";
|
||||
import { createCityMap } from "../Locations/Cities";
|
||||
import { CityName } from "../Locations/data/CityNames";
|
||||
import { Player } from "../Player";
|
||||
|
||||
@@ -29,7 +25,6 @@ import { Page, routing } from "../ui/navigationTr
|
||||
import { calculateEffectWithFactors } from "../utils/calculateEffectWithFactors";
|
||||
|
||||
import { dialogBoxCreate } from "../../utils/DialogBox";
|
||||
import { clearSelector } from "../../utils/uiHelpers/clearSelector";
|
||||
import { Reviver,
|
||||
Generic_toJSON,
|
||||
Generic_fromJSON } from "../../utils/JSONReviver";
|
||||
@@ -99,7 +94,6 @@ export const BaseMaxProducts = 3; // Initial value for maximum
|
||||
let researchTreeBoxOpened = false;
|
||||
let researchTreeBox = null;
|
||||
$(document).mousedown(function(event) {
|
||||
const boxId = "corporation-research-popup-box";
|
||||
const contentId = "corporation-research-popup-box-content";
|
||||
if (researchTreeBoxOpened) {
|
||||
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
|
||||
@@ -111,7 +105,6 @@ $(document).mousedown(function(event) {
|
||||
}
|
||||
});
|
||||
|
||||
var empManualAssignmentModeActive = false;
|
||||
function Industry(params={}) {
|
||||
this.offices = { //Maps locations to offices. 0 if no office at that location
|
||||
[CityName.Aevum]: 0,
|
||||
@@ -122,7 +115,7 @@ function Industry(params={}) {
|
||||
}),
|
||||
[CityName.NewTokyo]: 0,
|
||||
[CityName.Ishima]: 0,
|
||||
[CityName.Volhaven]: 0
|
||||
[CityName.Volhaven]: 0,
|
||||
};
|
||||
|
||||
this.name = params.name ? params.name : 0;
|
||||
@@ -183,7 +176,7 @@ function Industry(params={}) {
|
||||
}),
|
||||
[CityName.NewTokyo]: 0,
|
||||
[CityName.Ishima]: 0,
|
||||
[CityName.Volhaven]: 0
|
||||
[CityName.Volhaven]: 0,
|
||||
};
|
||||
|
||||
this.init();
|
||||
@@ -378,7 +371,7 @@ Industry.prototype.init = function() {
|
||||
"Metal": 5,
|
||||
"Energy": 5,
|
||||
"Water": 2,
|
||||
"Hardware": 4
|
||||
"Hardware": 4,
|
||||
}
|
||||
this.prodMats = ["RealEstate"];
|
||||
this.makesProducts = true;
|
||||
@@ -441,8 +434,7 @@ Industry.prototype.calculateProductionFactors = function() {
|
||||
continue;
|
||||
}
|
||||
|
||||
var materials = warehouse.materials,
|
||||
office = this.offices[city];
|
||||
var materials = warehouse.materials;
|
||||
|
||||
var cityMult = Math.pow(0.002 * materials.RealEstate.qty+1, this.reFac) *
|
||||
Math.pow(0.002 * materials.Hardware.qty+1, this.hwFac) *
|
||||
@@ -535,7 +527,7 @@ Industry.prototype.process = function(marketCycles=1, state, company) {
|
||||
}
|
||||
|
||||
// Process change in demand and competition for this industry's materials
|
||||
Industry.prototype.processMaterialMarket = function(marketCycles=1) {
|
||||
Industry.prototype.processMaterialMarket = function() {
|
||||
//References to prodMats and reqMats
|
||||
var reqMats = this.reqMats, prodMats = this.prodMats;
|
||||
|
||||
@@ -589,7 +581,7 @@ Industry.prototype.processProductMarket = function(marketCycles=1) {
|
||||
|
||||
//Process production, purchase, and import/export of materials
|
||||
Industry.prototype.processMaterials = function(marketCycles=1, company) {
|
||||
var revenue = 0, expenses = 0, industry = this;
|
||||
var revenue = 0, expenses = 0;
|
||||
this.calculateProductionFactors();
|
||||
|
||||
//At the start of the export state, set the imports of everything to 0
|
||||
@@ -642,7 +634,7 @@ Industry.prototype.processMaterials = function(marketCycles=1, company) {
|
||||
mat.qty += buyAmt;
|
||||
expenses += (buyAmt * mat.bCost);
|
||||
}
|
||||
})(matName, industry);
|
||||
})(matName, this);
|
||||
this.updateWarehouseSizeUsed(warehouse);
|
||||
}
|
||||
} //End process purchase of materials
|
||||
@@ -1003,7 +995,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
|
||||
if (warehouse instanceof Warehouse) {
|
||||
switch(this.state) {
|
||||
|
||||
case "PRODUCTION":
|
||||
case "PRODUCTION": {
|
||||
//Calculate the maximum production of this material based
|
||||
//on the office's productivity
|
||||
var maxProd = this.getOfficeProductivity(office, {forProduct:true})
|
||||
@@ -1065,8 +1057,8 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
|
||||
//Keep track of production Per second
|
||||
product.data[city][1] = prod * producableFrac / (SecsPerMarketCycle * marketCycles);
|
||||
break;
|
||||
|
||||
case "SALE":
|
||||
}
|
||||
case "SALE": {
|
||||
//Process sale of Products
|
||||
product.pCost = 0; //Estimated production cost
|
||||
for (var reqMatName in product.reqMats) {
|
||||
@@ -1174,7 +1166,7 @@ Industry.prototype.processProduct = function(marketCycles=1, product, corporatio
|
||||
product.data[city][2] = 0; //data[2] is sell property
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
case "START":
|
||||
case "PURCHASE":
|
||||
case "EXPORT":
|
||||
@@ -1199,10 +1191,9 @@ Industry.prototype.discontinueProduct = function(product) {
|
||||
}
|
||||
|
||||
Industry.prototype.upgrade = function(upgrade, refs) {
|
||||
var corporation = refs.corporation, division = refs.division,
|
||||
office = refs.office;
|
||||
var upgN = upgrade[0], basePrice = upgrade[1], priceMult = upgrade[2],
|
||||
upgradeBenefit = upgrade[3];
|
||||
var corporation = refs.corporation;
|
||||
var office = refs.office;
|
||||
var upgN = upgrade[0];
|
||||
while (this.upgrades.length <= upgN) {this.upgrades.push(0);}
|
||||
++this.upgrades[upgN];
|
||||
|
||||
@@ -1374,9 +1365,6 @@ Industry.prototype.createResearchBox = function() {
|
||||
},
|
||||
}
|
||||
|
||||
// Construct the tree with Treant
|
||||
const treantTree = new Treant(markup);
|
||||
|
||||
// Add Event Listeners for all Nodes
|
||||
const allResearch = researchTree.getAllNodes();
|
||||
for (let i = 0; i < allResearch.length; ++i) {
|
||||
@@ -1620,7 +1608,7 @@ var OfficeSpaceTiers = {
|
||||
Basic: "Basic",
|
||||
Enhanced: "Enhanced",
|
||||
Luxurious: "Luxurious",
|
||||
Extravagant: "Extravagant"
|
||||
Extravagant: "Extravagant",
|
||||
}
|
||||
|
||||
function OfficeSpace(params={}) {
|
||||
@@ -1658,7 +1646,7 @@ OfficeSpace.prototype.atCapacity = function() {
|
||||
}
|
||||
|
||||
OfficeSpace.prototype.process = function(marketCycles=1, parentRefs) {
|
||||
var corporation = parentRefs.corporation, industry = parentRefs.industry;
|
||||
var industry = parentRefs.industry;
|
||||
|
||||
// HRBuddy AutoRecruitment and training
|
||||
if (industry.hasResearch("HRBuddy-Recruitment") && !this.atCapacity()) {
|
||||
@@ -1741,7 +1729,6 @@ OfficeSpace.prototype.calculateEmployeeProductivity = function(parentRefs) {
|
||||
|
||||
//Takes care of UI as well
|
||||
OfficeSpace.prototype.findEmployees = function(parentRefs) {
|
||||
var company = parentRefs.corporation, division = parentRefs.industry;
|
||||
if (this.atCapacity()) { return; }
|
||||
if (document.getElementById("cmpy-mgmt-hire-employee-popup") != null) {return;}
|
||||
|
||||
@@ -1800,7 +1787,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
|
||||
office.hireEmployee(employee, parentRefs);
|
||||
removeElementById("cmpy-mgmt-hire-employee-popup");
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
return div;
|
||||
};
|
||||
@@ -1812,7 +1799,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
|
||||
clickListener:() => {
|
||||
removeElementById("cmpy-mgmt-hire-employee-popup");
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
|
||||
var elems = [text,
|
||||
@@ -1825,7 +1812,7 @@ OfficeSpace.prototype.findEmployees = function(parentRefs) {
|
||||
}
|
||||
|
||||
OfficeSpace.prototype.hireEmployee = function(employee, parentRefs) {
|
||||
var company = parentRefs.corporation, division = parentRefs.industry;
|
||||
var company = parentRefs.corporation;
|
||||
var yesBtn = yesNoTxtInpBoxGetYesButton(),
|
||||
noBtn = yesNoTxtInpBoxGetNoButton();
|
||||
yesBtn.innerHTML = "Hire";
|
||||
@@ -1958,15 +1945,14 @@ Corporation.prototype.storeCycles = function(numCycles=1) {
|
||||
}
|
||||
|
||||
Corporation.prototype.process = function() {
|
||||
var corp = this;
|
||||
if (this.storedCycles >= CyclesPerIndustryStateCycle) {
|
||||
const state = this.getState();
|
||||
const marketCycles = 1;
|
||||
const gameCycles = (marketCycles * CyclesPerIndustryStateCycle);
|
||||
this.storedCycles -= gameCycles;
|
||||
|
||||
this.divisions.forEach(function(ind) {
|
||||
ind.process(marketCycles, state, corp);
|
||||
this.divisions.forEach((ind) => {
|
||||
ind.process(marketCycles, state, this);
|
||||
});
|
||||
|
||||
// Process cooldowns
|
||||
@@ -2111,7 +2097,7 @@ Corporation.prototype.goPublic = function() {
|
||||
onkeyup:(e) => {
|
||||
e.preventDefault();
|
||||
if (e.keyCode === KEY.ENTER) {yesBtn.click();}
|
||||
}
|
||||
},
|
||||
});
|
||||
var br = createElement("br", {});
|
||||
yesBtn = createElement("a", {
|
||||
@@ -2138,7 +2124,7 @@ Corporation.prototype.goPublic = function() {
|
||||
dialogBoxCreate(`You took your ${this.name} public and earned ` +
|
||||
`${numeralWrapper.formatMoney(numShares * initialSharePrice)} in your IPO`);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
var noBtn = createElement("a", {
|
||||
class:"a-link-button",
|
||||
@@ -2146,7 +2132,7 @@ Corporation.prototype.goPublic = function() {
|
||||
clickListener:() => {
|
||||
removeElementById(goPublicPopupId);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
});
|
||||
createPopup(goPublicPopupId, [txt, br, input, yesBtn, noBtn]);
|
||||
}
|
||||
@@ -2208,7 +2194,6 @@ Corporation.prototype.calculateShareSale = function(numShares) {
|
||||
|
||||
Corporation.prototype.convertCooldownToString = function(cd) {
|
||||
// The cooldown value is based on game cycles. Convert to a simple string
|
||||
const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;
|
||||
const seconds = cd / 5;
|
||||
|
||||
const SecondsPerMinute = 60;
|
||||
@@ -2351,7 +2336,7 @@ Corporation.prototype.createUI = function() {
|
||||
companyManagementDiv = createElement("div", {
|
||||
id:"cmpy-mgmt-container",
|
||||
position:"fixed",
|
||||
class:"generic-menupage-container"
|
||||
class:"generic-menupage-container",
|
||||
});
|
||||
document.getElementById("entire-game-container").appendChild(companyManagementDiv);
|
||||
|
||||
|
||||
@@ -6,16 +6,10 @@ import { Generic_fromJSON,
|
||||
export const AllCorporationStates: string[] = ["START", "PURCHASE", "PRODUCTION", "SALE", "EXPORT"];
|
||||
|
||||
export class CorporationState {
|
||||
// Initiatizes a CorporationState object from a JSON save state.
|
||||
static fromJSON(value: any): CorporationState {
|
||||
return Generic_fromJSON(CorporationState, value.data);
|
||||
}
|
||||
|
||||
// Number representing what state the Corporation is in. The number
|
||||
// is an index for the array that holds all Corporation States
|
||||
state: number = 0;
|
||||
|
||||
constructor() {}
|
||||
state = 0;
|
||||
|
||||
// Get the name of the current state
|
||||
// NOTE: This does NOT return the number stored in the 'state' property,
|
||||
@@ -40,6 +34,12 @@ export class CorporationState {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("CorporationState", this);
|
||||
}
|
||||
|
||||
// Initiatizes a CorporationState object from a JSON save state.
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): CorporationState {
|
||||
return Generic_fromJSON(CorporationState, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.CorporationState = CorporationState;
|
||||
|
||||
@@ -4,8 +4,6 @@ import { getBaseResearchTreeCopy,
|
||||
|
||||
import { numeralWrapper } from "../ui/numeralFormat";
|
||||
|
||||
import { Reviver } from "../../utils/JSONReviver";
|
||||
|
||||
interface IIndustryMap<T> {
|
||||
Energy: T;
|
||||
Utilities: T;
|
||||
@@ -107,7 +105,7 @@ export const IndustryDescriptions: IIndustryMap<string> = {
|
||||
|
||||
// Map of available Research for each Industry. This data is held in a
|
||||
// ResearchTree object
|
||||
export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
|
||||
export const IndustryResearchTrees: IIndustryMap<ResearchTree> = {
|
||||
Energy: getBaseResearchTreeCopy(),
|
||||
Utilities: getBaseResearchTreeCopy(),
|
||||
Agriculture: getBaseResearchTreeCopy(),
|
||||
@@ -124,7 +122,7 @@ export let IndustryResearchTrees: IIndustryMap<ResearchTree> = {
|
||||
RealEstate: getProductIndustryResearchTreeCopy(),
|
||||
}
|
||||
|
||||
export function resetIndustryResearchTrees() {
|
||||
export function resetIndustryResearchTrees(): void {
|
||||
IndustryResearchTrees.Energy = getBaseResearchTreeCopy();
|
||||
IndustryResearchTrees.Utilities = getBaseResearchTreeCopy();
|
||||
IndustryResearchTrees.Agriculture = getBaseResearchTreeCopy();
|
||||
|
||||
@@ -11,5 +11,5 @@ export const IndustryUpgrades: IMap<any[]> = {
|
||||
"this upgrade grants your company a static increase of 3 and 1 to its awareness and " +
|
||||
"popularity, respectively. It will then increase your company's awareness by 1%, and its popularity " +
|
||||
"by a random percentage between 1% and 3%. These effects are increased by other upgrades " +
|
||||
"that increase the power of your advertising."]
|
||||
"that increase the power of your advertising."],
|
||||
}
|
||||
|
||||
@@ -7,56 +7,52 @@ interface IConstructorParams {
|
||||
}
|
||||
|
||||
export class Material {
|
||||
// Initiatizes a Material object from a JSON save state.
|
||||
static fromJSON(value: any): Material {
|
||||
return Generic_fromJSON(Material, value.data);
|
||||
}
|
||||
|
||||
// Name of material
|
||||
name: string = "InitName";
|
||||
name = "InitName";
|
||||
|
||||
// Amount of material owned
|
||||
qty: number = 0;
|
||||
qty = 0;
|
||||
|
||||
// Material's "quality". Unbounded
|
||||
qlt: number = 0;
|
||||
qlt = 0;
|
||||
|
||||
// How much demand the Material has in the market, and the range of possible
|
||||
// values for this "demand"
|
||||
dmd: number = 0;
|
||||
dmd = 0;
|
||||
dmdR: number[] = [0, 0];
|
||||
|
||||
// How much competition there is for this Material in the market, and the range
|
||||
// of possible values for this "competition"
|
||||
cmp: number = 0;
|
||||
cmp = 0;
|
||||
cmpR: number[] = [0, 0];
|
||||
|
||||
// Maximum volatility of this Materials stats
|
||||
mv: number = 0;
|
||||
mv = 0;
|
||||
|
||||
// Markup. Determines how high of a price you can charge on the material
|
||||
// compared to the market price without suffering loss in # of sales
|
||||
// Quality is divided by this to determine markup limits
|
||||
// e,g, If mku is 10 and quality is 100 then you can markup prices by 100/10 = 10
|
||||
mku: number = 0;
|
||||
mku = 0;
|
||||
|
||||
// How much of this material is being bought, sold, imported and produced every second
|
||||
buy: number = 0;
|
||||
sll: number = 0;
|
||||
prd: number = 0;
|
||||
imp: number = 0;
|
||||
buy = 0;
|
||||
sll = 0;
|
||||
prd = 0;
|
||||
imp = 0;
|
||||
|
||||
// Exports of this material to another warehouse/industry
|
||||
exp: any[] = [];
|
||||
|
||||
// Total amount of this material exported in the last cycle
|
||||
totalExp: number = 0;
|
||||
totalExp = 0;
|
||||
|
||||
// Cost / sec to buy this material. AKA Market Price
|
||||
bCost: number = 0;
|
||||
bCost = 0;
|
||||
|
||||
// Cost / sec to sell this material
|
||||
sCost: number = 0;
|
||||
sCost = 0;
|
||||
|
||||
// Flags to keep track of whether production and/or sale of this material is limited
|
||||
// [Whether production/sale is limited, limit amount]
|
||||
@@ -64,9 +60,9 @@ export class Material {
|
||||
sllman: any[] = [false, 0]; // Sale
|
||||
|
||||
// Flags that signal whether automatic sale pricing through Market TA is enabled
|
||||
marketTa1: boolean = false;
|
||||
marketTa2: boolean = false;
|
||||
marketTa2Price: number = 0;
|
||||
marketTa1 = false;
|
||||
marketTa2 = false;
|
||||
marketTa2Price = 0;
|
||||
|
||||
constructor(params: IConstructorParams = {}) {
|
||||
if (params.name) { this.name = params.name; }
|
||||
@@ -166,7 +162,7 @@ export class Material {
|
||||
const compChange: number = 1 + compVolatility;
|
||||
if (Math.random() < 0.5) {
|
||||
this.cmp *= compChange;
|
||||
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]};
|
||||
if (this.cmp > this.cmpR[1]) {this.cmp = this.cmpR[1]}
|
||||
this.bCost *= (1 / priceChange); // Competition increases, so price goes down
|
||||
} else {
|
||||
this.cmp *= (1 / compChange);
|
||||
@@ -192,6 +188,12 @@ export class Material {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Material", this);
|
||||
}
|
||||
|
||||
// Initiatizes a Material object from a JSON save state.
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Material {
|
||||
return Generic_fromJSON(Material, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Material = Material;
|
||||
|
||||
@@ -42,49 +42,45 @@ interface IIndustry {
|
||||
|
||||
|
||||
export class Product {
|
||||
// Initiatizes a Product object from a JSON save state.
|
||||
static fromJSON(value: any): Product {
|
||||
return Generic_fromJSON(Product, value.data);
|
||||
}
|
||||
|
||||
// Product name
|
||||
name: string = "";
|
||||
name = "";
|
||||
|
||||
// The demand for this Product in the market. Gradually decreases
|
||||
dmd: number = 0;
|
||||
dmd = 0;
|
||||
|
||||
// How much competition there is in the market for this Product
|
||||
cmp: number = 0;
|
||||
cmp = 0;
|
||||
|
||||
// Markup. Affects how high of a price you can charge for this Product
|
||||
// without suffering a loss in the # of sales
|
||||
mku: number = 0;
|
||||
mku = 0;
|
||||
|
||||
// Production cost - estimation of how much money it costs to make this Product
|
||||
pCost: number = 0;
|
||||
pCost = 0;
|
||||
|
||||
// Sell cost
|
||||
sCost: number = 0;
|
||||
sCost = 0;
|
||||
|
||||
// Variables for handling the creation process of this Product
|
||||
fin: boolean = false; // Whether this Product has finished being created
|
||||
prog: number = 0; // Creation progress - A number betwee 0-100 representing percentage
|
||||
createCity: string = ""; // City in which the product is/was being created
|
||||
designCost: number = 0; // How much money was invested into designing this Product
|
||||
advCost: number = 0; // How much money was invested into advertising this Product
|
||||
fin = false; // Whether this Product has finished being created
|
||||
prog = 0; // Creation progress - A number betwee 0-100 representing percentage
|
||||
createCity = ""; // City in which the product is/was being created
|
||||
designCost = 0; // How much money was invested into designing this Product
|
||||
advCost = 0; // How much money was invested into advertising this Product
|
||||
|
||||
// Aggregate score for this Product's 'rating'
|
||||
// This is based on the stats/properties below. The weighting of the
|
||||
// stats/properties below differs between different industries
|
||||
rat: number = 0;
|
||||
rat = 0;
|
||||
|
||||
// Stats/properties of this Product
|
||||
qlt: number = 0;
|
||||
per: number = 0;
|
||||
dur: number = 0;
|
||||
rel: number = 0;
|
||||
aes: number = 0;
|
||||
fea: number = 0;
|
||||
qlt = 0;
|
||||
per = 0;
|
||||
dur = 0;
|
||||
rel = 0;
|
||||
aes = 0;
|
||||
fea = 0;
|
||||
|
||||
// Data refers to the production, sale, and quantity of the products
|
||||
// These values are specific to a city
|
||||
@@ -93,11 +89,11 @@ export class Product {
|
||||
|
||||
// Location of this Product
|
||||
// Only applies for location-based products like restaurants/hospitals
|
||||
loc: string = "";
|
||||
loc = "";
|
||||
|
||||
// How much space 1 unit of the Product takes (in the warehouse)
|
||||
// Not applicable for all Products
|
||||
siz: number = 0;
|
||||
siz = 0;
|
||||
|
||||
// Material requirements. An object that maps the name of a material to how much it requires
|
||||
// to make 1 unit of the product.
|
||||
@@ -110,8 +106,8 @@ export class Product {
|
||||
sllman: IMap<any[]> = createCityMap<any[]>([false, 0]);
|
||||
|
||||
// Flags that signal whether automatic sale pricing through Market TA is enabled
|
||||
marketTa1: boolean = false;
|
||||
marketTa2: boolean = false;
|
||||
marketTa1 = false;
|
||||
marketTa2 = false;
|
||||
marketTa2Price: IMap<number> = createCityMap<number>(0);
|
||||
|
||||
constructor(params: IConstructorParams={}) {
|
||||
@@ -135,7 +131,7 @@ export class Product {
|
||||
|
||||
// empWorkMult is a multiplier that increases progress rate based on
|
||||
// productivity of employees
|
||||
createProduct(marketCycles: number=1, empWorkMult: number=1): void {
|
||||
createProduct(marketCycles=1, empWorkMult=1): void {
|
||||
if (this.fin) { return; }
|
||||
this.prog += (marketCycles * .01 * empWorkMult);
|
||||
}
|
||||
@@ -145,18 +141,18 @@ export class Product {
|
||||
this.fin = true;
|
||||
|
||||
//Calculate properties
|
||||
var progrMult = this.prog / 100;
|
||||
const progrMult = this.prog / 100;
|
||||
|
||||
const engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd["total"];
|
||||
const mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd["total"];
|
||||
const rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd["total"];
|
||||
const opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd["total"];
|
||||
const busRatio = employeeProd[EmployeePositions.Business] / employeeProd["total"];
|
||||
var designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
|
||||
var balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
|
||||
const designMult = 1 + (Math.pow(this.designCost, 0.1) / 100);
|
||||
const balanceMult = (1.2 * engrRatio) + (0.9 * mgmtRatio) + (1.3 * rndRatio) +
|
||||
(1.5 * opsRatio) + (busRatio);
|
||||
var sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
|
||||
var totalMult = progrMult * balanceMult * designMult * sciMult;
|
||||
const sciMult = 1 + (Math.pow(industry.sciResearch.qty, industry.sciFac) / 800);
|
||||
const totalMult = progrMult * balanceMult * designMult * sciMult;
|
||||
|
||||
this.qlt = totalMult * ((0.10 * employeeProd[EmployeePositions.Engineer]) +
|
||||
(0.05 * employeeProd[EmployeePositions.Management]) +
|
||||
@@ -189,14 +185,14 @@ export class Product {
|
||||
(0.05 * employeeProd[EmployeePositions.Operations]) +
|
||||
(0.05 * employeeProd[EmployeePositions.Business]));
|
||||
this.calculateRating(industry);
|
||||
var advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
|
||||
const advMult = 1 + (Math.pow(this.advCost, 0.1) / 100);
|
||||
this.mku = 100 / (advMult * Math.pow((this.qlt + 0.001), 0.65) * (busRatio + mgmtRatio));
|
||||
this.dmd = industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));
|
||||
this.cmp = getRandomInt(0, 70);
|
||||
|
||||
//Calculate the product's required materials
|
||||
//For now, just set it to be the same as the requirements to make materials
|
||||
for (var matName in industry.reqMats) {
|
||||
for (const matName in industry.reqMats) {
|
||||
if (industry.reqMats.hasOwnProperty(matName)) {
|
||||
this.reqMats[matName] = industry.reqMats[matName];
|
||||
}
|
||||
@@ -205,14 +201,18 @@ export class Product {
|
||||
//Calculate the product's size
|
||||
//For now, just set it to be the same size as the requirements to make materials
|
||||
this.siz = 0;
|
||||
for (var matName in industry.reqMats) {
|
||||
for (const matName in industry.reqMats) {
|
||||
this.siz += MaterialSizes[matName] * industry.reqMats[matName];
|
||||
}
|
||||
|
||||
//Delete unneeded variables
|
||||
// @ts-ignore
|
||||
delete this.prog;
|
||||
// @ts-ignore
|
||||
delete this.createCity;
|
||||
// @ts-ignore
|
||||
delete this.designCost;
|
||||
// @ts-ignore
|
||||
delete this.advCost;
|
||||
}
|
||||
|
||||
@@ -236,6 +236,12 @@ export class Product {
|
||||
toJSON(): any {
|
||||
return Generic_toJSON("Product", this);
|
||||
}
|
||||
|
||||
// Initiatizes a Product object from a JSON save state.
|
||||
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
||||
static fromJSON(value: any): Product {
|
||||
return Generic_fromJSON(Product, value.data);
|
||||
}
|
||||
}
|
||||
|
||||
Reviver.constructors.Product = Product;
|
||||
|
||||
@@ -10,7 +10,7 @@ export interface IProductRatingWeight {
|
||||
Reliability?: number;
|
||||
}
|
||||
|
||||
export const ProductRatingWeights: IMap<object> = {
|
||||
export const ProductRatingWeights: IMap<any> = {
|
||||
[Industries.Food]: {
|
||||
Quality: 0.7,
|
||||
Durability: 0.1,
|
||||
@@ -73,5 +73,5 @@ export const ProductRatingWeights: IMap<object> = {
|
||||
Reliability: 0.1,
|
||||
Aesthetics: 0.35,
|
||||
Features: 0.1,
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
@@ -16,25 +16,25 @@ export interface IConstructorParams {
|
||||
|
||||
export class Research {
|
||||
// Name of research. This will be used to identify researches in the Research Tree
|
||||
name: string = "";
|
||||
name = "";
|
||||
|
||||
// How much scientific research it costs to unlock this
|
||||
cost: number = 0;
|
||||
cost = 0;
|
||||
|
||||
// Description of what the Research does
|
||||
desc: string = "";
|
||||
desc = "";
|
||||
|
||||
// All possible generic upgrades for the company, in the form of multipliers
|
||||
advertisingMult: number = 1;
|
||||
employeeChaMult: number = 1;
|
||||
employeeCreMult: number = 1;
|
||||
employeeEffMult: number = 1;
|
||||
employeeIntMult: number = 1;
|
||||
productionMult: number = 1;
|
||||
productProductionMult: number = 1;
|
||||
salesMult: number = 1;
|
||||
sciResearchMult: number = 1;
|
||||
storageMult: number = 1;
|
||||
advertisingMult = 1;
|
||||
employeeChaMult = 1;
|
||||
employeeCreMult = 1;
|
||||
employeeEffMult = 1;
|
||||
employeeIntMult = 1;
|
||||
productionMult = 1;
|
||||
productProductionMult = 1;
|
||||
salesMult = 1;
|
||||
sciResearchMult = 1;
|
||||
storageMult = 1;
|
||||
|
||||
constructor(p: IConstructorParams={name: "", cost: 0, desc: ""}) {
|
||||
this.name = p.name;
|
||||
|
||||
@@ -5,9 +5,9 @@ import { Research,
|
||||
import { researchMetadata } from "./data/ResearchMetadata";
|
||||
import { IMap } from "../types";
|
||||
|
||||
export let ResearchMap: IMap<Research> = {};
|
||||
export const ResearchMap: IMap<Research> = {};
|
||||
|
||||
function addResearch(p: IConstructorParams) {
|
||||
function addResearch(p: IConstructorParams): void {
|
||||
if (ResearchMap[p.name] != null) {
|
||||
console.warn(`Duplicate Research being defined: ${p.name}`);
|
||||
}
|
||||
|
||||
@@ -26,10 +26,10 @@ export class Node {
|
||||
|
||||
// How much Scientific Research is needed for this
|
||||
// Necessary to show it on the UI
|
||||
cost: number = 0;
|
||||
cost = 0;
|
||||
|
||||
// Whether or not this Research has been unlocked
|
||||
researched: boolean = false;
|
||||
researched = false;
|
||||
|
||||
// Parent node in the tree
|
||||
// The parent node defines the prerequisite Research (there can only be one)
|
||||
@@ -37,7 +37,7 @@ export class Node {
|
||||
parent: Node | null = null;
|
||||
|
||||
// Name of the Research held in this Node
|
||||
text: string = "";
|
||||
text = "";
|
||||
|
||||
constructor(p: IConstructorParams = {cost: 0, text: ""}) {
|
||||
if (ResearchMap[p.text] == null) {
|
||||
@@ -56,21 +56,21 @@ export class Node {
|
||||
}
|
||||
}
|
||||
|
||||
addChild(n: Node) {
|
||||
addChild(n: Node): void {
|
||||
this.children.push(n);
|
||||
n.parent = this;
|
||||
}
|
||||
|
||||
// Return an object that describes a TreantJS-compatible markup/config for this Node
|
||||
// See: http://fperucic.github.io/treant-js/
|
||||
createTreantMarkup(): object {
|
||||
createTreantMarkup(): any {
|
||||
const childrenArray = [];
|
||||
for (let i = 0; i < this.children.length; ++i) {
|
||||
childrenArray.push(this.children[i].createTreantMarkup());
|
||||
}
|
||||
|
||||
// Determine what css class this Node should have in the diagram
|
||||
let htmlClass: string = "";
|
||||
let htmlClass = "";
|
||||
if (this.researched) {
|
||||
htmlClass = "researched";
|
||||
} else if (this.parent && this.parent.researched === false) {
|
||||
@@ -109,7 +109,7 @@ export class Node {
|
||||
return null;
|
||||
}
|
||||
|
||||
setParent(n: Node) {
|
||||
setParent(n: Node): void {
|
||||
this.parent = n;
|
||||
}
|
||||
}
|
||||
@@ -124,11 +124,9 @@ export class ResearchTree {
|
||||
// Root Node
|
||||
root: Node | null = null;
|
||||
|
||||
constructor() {}
|
||||
|
||||
// Return an object that contains a Tree markup for TreantJS (using the JSON approach)
|
||||
// See: http://fperucic.github.io/treant-js/
|
||||
createTreantMarkup(): object {
|
||||
createTreantMarkup(): any {
|
||||
if (this.root == null) { return {}; }
|
||||
|
||||
const treeMarkup = this.root.createTreantMarkup();
|
||||
@@ -205,7 +203,7 @@ export class ResearchTree {
|
||||
|
||||
// Helper function for all the multiplier getter fns
|
||||
getMultiplierHelper(propName: string): number {
|
||||
let res: number = 1;
|
||||
let res = 1;
|
||||
if (this.root == null) { return res; }
|
||||
|
||||
const queue: Node[] = [];
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user